4.2.3 (2025-12-04)
STELLARIS 4.2.3 PATCH NOTES
Improvement
- Thermophiles can pick the Ocean Paradise Origin
- Thermophiles can pick the Aquatic Trait
- Thermophiles can pick the Agrarian Trait
- Thermophiles can pick the Agrarian Idyll Civic
- Thermophiles can pick the Anglers Civic
- Adds conditions to get alloys when you extort a Spiritualist Thermophile faction.
- Pyromanic Instinct blocks "friendly" Civics and Origins
- Rogue Servitor empires now receive an additional Alloys income when having an Infernal subspecies (instead of food)
Balance
- Reduced Infernal Livestock output from base 1.5 down to 1 Alloy
- Adjusted cost of the "Distribute Living Metal" decision from 500LM to 700LM
- Adjusted "Thermal Engineer" councilor (replaced "Research Cost (Engineering) -1%" with "Research Station Output +4%")
- Adjusted "Pyromanic Priest" councilor (Job Consumer Goods upkeep from -3% to -2%)
- Adjusted "Galvanic Symbiosis" planetary refund modifier from 1 to 0.75
- Crisis Path: Adjusted Entropy Conduit ship stats (+2000 Hull +1000 Armor +2000 Shield)
- Crisis Path: Adjusted "Entropy Harnessing" edict (Energy Credits from Technicians from -1 to -2.5, Entropy from Technicians from 0.5 to 0.4)
- Crisis Path: Terraforming with a “Volcanic Forge” now counts for the crisis objective “Create Volcanic Worlds”
- Crisis Path: Colonies buffed by Entropy Conduits now produce more unity
- Crisis Path: Upgrading Ember Ships does not require alloys anymore
- Crisis Path: Stars stellarformed by Entropy Conduits now gain additional deposits
- Crisis Path: Machine Intelligence can now pick the ascension perk
- Crisis Path: The amount of required systems for the “Critical Mass” is now shown in the UI (current systems + needed systems)
- Crisis Path: Cost of the "Life Seeding" decision changed from 1000 Energy to 2500 Entropy Crystals
- Crisis Path: The UI now shows the current amount of owned systems for the “Critical Mass” perk
- Crisis Path: Conduits now ignore systems with a Dyson Sphere/Swarm or Quantum Catapult
- Adjusted alloy upkeep of Spawning Drones from 2.5 to 2
- Adjusted Infernal Livestock output from 1 to 0.75 alloys
Bugfix
- Fixed a typo in mercenary dividends relating to Galactic Risk Management
- Fixed Regenerative Armor from Galvanic Synthesis civic not auto-upgrading in ship designer when better armor technologies are researched
- Stop Quantum Catapult targeting graphics being shown in System view
- Fixed Infernal upkeep not being affected by Clone Soldier and Necrophage origin species traits.
- Subterranean Empires now have uncapped Mining Districts on Volcanic Worlds.
- Fixed issues with psionic assimilation for gestalt empires and individualist machines.
- Fixed Ruler clothing for Infernal portrait 5 (shoulder plate for the hedgehog)
- Fixed the issue with Black Needle Base no longer being colonizable after assaulting it.
- Fixed Augmentation Bazaars not having access to Loyalty Circuits in empire creation.
- Fixed Broken Shackles starting with 2k more pops than they should
- Migrating Forests modifiers and Special Projects are removed when the planet is terraformed to a Volcanic World.
- Eager Explorers now require Scientific Method to unlock Thermotechnic Forums.
- Stability from the Unbreakable Resolve trait gets properly applied even if the pop groups with Unbreakable Resolve were later additions to the planet in question
- Pops under assimilation no longer have extra upkeep.
- Planets with event purges should no longer continue purging after having been recolonized.
- Fixed the tooltip for Syncretic Evolution mentioning the wrong number of pops.
- Subterraneans can no longer build Industrial Mining Sites without any gameplay effect.
- Volcanic World mineral extraction zones can now build Industrial Mining Sites for +2/+4/+6/+8 mineral districts unless they are already uncapped.
- Added flag infernal_subspecies for Infernal subspecies (used for some civics/mods)
- Fixed event "Star-Crossed Lovers" appearing for Scorched World Heralds
- Fixed the "Arcology Project" decision not counting Volcanic World districts
- Fixed Volcanic Worlds not having a click sound
- Fixed "Spawning Pools" from "Permutation Pools" civic for Hive Mind using food as Infernals
- Fixed "Seismic Carpetbombing" creating Volcanic craters on artificial planets
- Fixed "Bombardment Stances" not killing the last pops of a planet
- Fixed Infernal Livestock not counting for a Evolutionary Predator purge
- Fixed Infernal Livestock counting as Specialists
- Fixed the starbase building "Gravitational Centrifuge" (crisis path) not being buildable in crisis systems
- Fixed Pre-FTL civilizations spawned by the Hyperthermia crisis not ascending into the space age
- Pyromanic Instinct blocks other genocidal Civics
- Tankbound now gains Overseers from rural districts (Geothermal, Melting) on Volcanic Worlds
- AI Empires now build Thermotechnic Districts on Volcanic planets
- Fixed the Military Academy adding research output and consumer goods upkeep to soldier and warrior drone jobs.
- Military Academy bonus workforce is now empire-wide
- Hard Reset is no longer a valid origin for AI empires (that's like the entire narrative!)
- Fixed some edgecases when playing unplugged where you could end up with pops who had the old negative traits and never lost them.
- Fixed the number of pops affected by the Zoonotic Plague, Enigmatic Fortress, and Numistic Order deals
- Terraforming your Homeworld will no longer cause the Terraforming event talking about making a second homeworld to fire.
- Re-enabled Devastation from Cosmic Storms at 0.01 per month.
- Infernal AI empires colonize properly (even if they don't have any food)
- Overclocking setting of the galactic crucible now also persists after loading a save game
- You can no longer queue construction of districts while the Arcology Project is underway.
- Cybernetic Imperial authorities now give additional noble jobs.
- Purging infernal pops gives alloys
- Fixed Fallen Empires being able to build "Starfire Cannons"
- Fixed Volcanic Forges not being destroyed after terraforming a planet into a Hive/Machine World or Ecumenopolis
- Crisis Path: Fixed Conduits damaging own colonies when playing as non-Infernal empire
- Crisis Path: Fixed mining & research stations not working correctly when Conduits stellarform a star
- FE outposts now rebuild in systems where they have unconquered planets.
- Artillery combat computers will now prefer median range instead of max range, allowing Titans to use most of their weapons instead of only their Titan Weapon
- Fixed erroneous tooltip for the Cave Dweller concept
- Removed the surface quarry and the voltaic production yard from urban zones
- the Justicial Complex FE building can now be built on Penal Colonies
- Megastructures show correct value in upgrade tool tip for effects applied with the upgrade
- Stars stellarformed by an entropy conduit no longer reroll the deposits of the star
- Certain special deposits, such as those from the Life-Seeded origin, are now correctly kept upon terraforming into hive or machine worlds.
- Fixed being able to issue some fleet orders to unreachable systems if the fleet has a jump drive.
- Fixed missing newline for "not in range of Jump Drive" message in the tooltip for the build orbital station command.
- Fixed efficiency being able to go negative, causing jobs to run in reverse. As bad as those slave riots or fire cult ruined planets are, Metallurgists shouldn’t disassemble alloys back into their original components.
Performance
- Reduced memory allocations in topbar UI updates
Stability
- Fixed Mac CTD happening in late game when calculating fleet auras
- Fixed object lifetime issue from scope used by on_resolution_failed leading to undefined behavior.
- Fixed crash in strike craft being damaged by non existing/dead fleet.
- Fix an OOS on reconnect where Starbases where blocking fleets path on the server but not on the client
- Removed dependency on SetThreadDescription to enable the game to run on ex Windows 10 LTSB 2016.
- Fixed CTD that could happen when a special project was completed while no longer valid
- Made Stellaris respond to OS events during loading gui types to avoid "freezing" the system at 5% loading for an unknown amount of time (only dx11 backend).
- Fixed some more occurrences where file read/write is being blocked by the system and stellaris handling it by crashing.
Modding
- Added a new system flag to the Entropy Conduit target script to exclude special stars
4.2.2 (2025-11-27)
STELLARIS 4.2.2 PATCH NOTES
Stability
- Fixed failure to read from shader cache resulting in crash.
- Fixed CTD that could happen when a science ship researched a special project
- Fixed object lifetime issue from scope used by on_resolution_failed leading to undefined behavior.
- Fixed crash in strike craft being damaged by non existing/dead fleet.
- Replaced abuse of stack memory with heap allocated in the Localization system to avoid random crashing on some computers.
4.2.1 (2025-11-25)
STELLARIS 4.2.1 “CORVUS” PATCH NOTES
Balance
- Augmentation Bazaars can now select cybernetic traits in empire creation.
- Clone Army: The Clone Soldier trait now adds a 25% increase to food and mineral pop upkeep. That modifier is increased to 30% for ascended clones and reduced to 10% for fertile clones. Clone vats max pop assembly has been reduced from 25 to 20, and the building now has a small food upkeep.
- Knights of the Toxic God: Reduced quest progress from Knight Jobs. Luminous Blades no longer negates alloy upkeep for knights and instead grants +1 Admiral Level. Choosing not to kill the Toxic Entity now grants you the ability to terraform toxic candidates. The Upkeep of the Dimensional Manipulation Device has been increased. The basic output of knights has been reduced by 1 unity and 1 of each research type. Quest rewards have been similarly modified.
- Life Seeded: Planet has improved rare resource features.
- Overtuned: Overtuned traits now also slightly reduce pop growth, between 1.5% to 5% depending on trait potency. Pre-Planned growth instead adds a 15% pop food/mineral/alloys upkeep.
- Subterranean: Reduced the Pop growth/assembly penalty from the cave-dweller trait from 20 to 10%. All planets now get +2 max districts.
- Synthetic Fertility: The Identity repository output has been decreased by 25%, while its upkeep has been increased by 20%.
- The Summon Dimensional Fleet Astral Action now summons Astral Cruisers and Astral Escorts equal to twice the number of Rifts you have explored.
- Ecumenopolises no longer provide bonuses to pop growth.
- Gaia Worlds now provide +15% pop growth.
Bugfix
- Fixed broken localization for Experimental Engineers in planet view.
- Fixed an issue where the Mindwardens event chain could break if the Exiled Empire was destroyed with help from an ally.
- Infertile pop groups don't have pop growth anymore
- Fix Reassigners giving bonus growth to living pops and not enough bonus growth to Zombies
- Presapients policies Extermination and Hunted now correctly purge presapients
- Fix dig site "Derelict Safehouse"'s notification never vanishing
- fixed genocidal empires automatically attacking enclaves and other country types where they should not
- It is now impossible to queue up two automation buildings in an urban expansion.
- Fix Branch Office buildings not producing the correct amount for Crime Syndicates
- Fix fleets with Titans sometimes behaving strangely in combat
- Fix Bulwark Battlewright and Asteroidal Carapace bonuses being counted twice
- Fix "Founder Species only" checkbox not working in colonize view
- Shipset description text boxes are now shorter and non-english versions will no longer overflow into the background.
- The leader recruitment event window was showing the debug tooltip on the hire and dismiss buttons. It now properly only displays the normal tooltip
- Fixed a bug there some jobs would be displayed in separate category entries of the same name. Those jobs are now grouped together correctly into a single group.
- Adjusted scopes in the prospectorium resource discovery event localization.
- Long event window names will no longer overflow event window.
- Deposit placement now shows an error when a deposit that is not of the same type (type none can work with all others) is added. They should not be mixed and matched
- It will now show the controller of a system to show as collecting the resources
- Added more guardrails to Cyberization and assimilation in general to prevent it from turning pops into an entirely different species.
- Modifying your species no longer displays species portraits instead of gestalt nodes.
- The Crystalline Kraken's remains now count as deposits for mining of rare crystals.
- The Prethoryn Scourge no longer stall and stop expanding when they only have empty space around them.
- Prethoryn Scourge should prioritise completely taking over systems instead of only partially conquering a system if it has multiple inhabited planets.
- Pops released from the stasis prison now eat food (or minerals or alloys) depending on dietary preferences.
- Fixed localisation for Bulwark Battlewrights not being displayed in some tooltips.
- Reworked the event Logic for shroud delve events granting psionic avatars to be more consistent
- Fixed the Galactic Standard and Anti-Piracy Initiative resolutions being cancelled upon forming the Galactic Imperium
- Updated Indentured Servitude and Battle Thralls tooltips to better reflect conditions.
- Paragons no longer get a second Destiny trait when they reach level 8.
- Fixes missing job icon for Black Needle Planetary Base Modifier.
- Moving your capital to a new planet no longer causes infinite errors.
- Pre-Triggers for Purging and Enslavement now account for Event Purging and Enslavement (should fix mutants conquering planets and not properly purging pops)
- Fixed Prethoryn planets being impossible to bombard
- Fixed cases of the Khan not receiving reinforcements at higher difficulties
- Fixed lingering Cetana storms after her defeat
- Fixed a rare case where a megacorp could own a branch office on itself
- The psionic ephapse trait no longer uses deprecated modifiers
- Seize Assets Wargoal now properly transfers branch offices on defensive partners of your target
UI
- Ascension UI in Planet view will now show correct values
- Show Empire Base resources on production tooltip of capitals other than the player's
- Fix various broken unemployment text icons
Performance
- Optimized Summon Dimensional Fleet Astral Action to work significantly faster and not freeze the game for seconds in extreme cases.
- Only calculate ship auras when the list of aura sources has changed
- Reduced the amount of modifier calculations for armies
- Reworked some crisis event triggers to be a bit more performance friendly
Stability
- Fix a CTD related to aura graphics
- Fixed an OOS caused by Factions not recalculating their approval rating on a hotjoin (leading to happiness desync, leading to economy differences)
- Fixed an OOS at game start when a country owns megastructures
- Fixed an OOS fix related to storms
Modding
- Add purge parameter to presapients policies
- Added allowed_civics and forbidden civics for species traits, these work like allowed_origins and forbidden_origins.
- added prevent_automatic_genocidal_hostilities to country types to allow more fine grained control for genocidal automatic attacks
- Replaced all `is_fanatic_X` variants to `is_X` triggers.
- Removed `is_fanatical` trigger, as it is a duplicate of `is_fanatic`
4.1.7 (2025-11-03)
4.1.7
Improvement
- AI exterminator empires with the chosen civic will not pick the Cradle of Souls as their patron.
- Updated the Broken Shackles Origin Tooltip to mention that you need to explore the Crashed Slaver Ship dig site before unlocking City District Specializations.
- Added the Visionary job swap for politicians, which combines Science Directors and Merchants
Balance
- Changed the Cradle of Souls chosen trait to give +30%/+15% Political Power as Planet / Sector governor instead of +750%/+500%.
- The Cybernetic and Cyber Commando traits now allow species to live on machine worlds, even outside of a driven assimilator.
- The Opus core world for the Hard Reset origin is now size 25.
- The Extradimensional Experimentation planetary decision now has the Data-Driven Theorem Facility increase physicist output and give them zro upkeep.
- Cybernetic Creed empires with Civil Education no longer start with a massive consumer goods deficit.
Bugfix
- Many fixes related to Cybernetic Ascension (with a special thanks to modder FirePrince for providing a number of these)
- Fixed handling of leader species when converting between limited and not limited cyberization policies.
- Improved Neural Chip conversion
- Updated leader trait handling after species modification.
- Fixed checks regarding subject-overlord relations on if you are a legal criminal or not.
- Fixed scope errors in species assimilation.
- Fixed species assimilation not handling robots for synthetically ascended organics.
- Improved handling of mechromancy
- Fixed the cyberization situation claiming you needed to build an augmentation center even if you had built one
- Fixed issues with converting between the Cyberization Standards policies.
- Cyberization pop conversion the situation now takes into account your Cyberization Standards policy.
- Fixed an issue where your authority wouldn't change to Imperial after appointing your ruler as Divine Sovereign
- The Divine Sovereign civic is now properly removed, should the chosen leader of an empire die.
- Added missing Production Overseers jobs to multiple rural districts for Tankbound empires.
- The Prethoryn should once again turn worlds into Infested worlds once they have finished purging the pops on it.
- The Contingency should be able to purge pops again and should also properly gain control of them when they finish the purging.
- Corrected missing full stops at the end of the Great Awakening tooltip.
- Restored the ending of the Fleet Maneuver event chain.
- Added missing upkeep modifier from Tankbound to habitat rural districts.
- Updated ringworld colony designations to follow the new standards
- The relic world specialization being blocked by the collapsed spire will no longer have repeat lines in it
- The Retirement Home achievement is once again achievable
- Fixed a wide range of the galaxy's species going on a hunger strike (including MSI for some reason!)
- Fixed the Nivlac trait not displaying an icon, it now shares its icon with the Extremely Adaptive trait.
- Alloy megaforges now correctly have a volatile motes cost and upkeep.
- Fixed missing species name in event title and descript when awakening psionic abilities.
- The Minor Artifact Decision "Initiate Performance Competition" will once again be providing working modifiers
- The Hard Reset species traits will once again be localized
- Sabotaging Starbases should no longer generate ethics options that mention your target's ethic.
- Fixed modifier removal being displayed twice in Order Restored event acceptance tooltip.
- first_contact.15, the event that talks about the location of your contact's country's homeworld will no longer sometimes try to tell you about their star instead.
- Fixed being able to take the Hegemon origin while being Egalitarian
- Hard Reset origin and Tankbound civic are now incompatible due to mutually exclusive mechanics.
- Empires are no longer required to feed any pre-sapients they find in the galaxy. (But your cat will still claim it has never been fed).
- Indentured Servitude and Battle Thralls no longer make any mention of soldier jobs as they are worker jobs.
- Players now take ownership of claimed DSCs after war finishes
Modding
- Added the soft_traits parameter to origins for traits the player should start with but can remove without making their government invalid
Stability
- Fixed OOS in pop growth system
4.1.6 (2025-10-20)
4.1.6
Improvement
- Teeth of the Eater fleets now move to merge with already existing ones on spawn, to prevent clogging.
- Added tooltips to the Great Awakening tradition to clarify Psionic Assimilation living standard.
- Adds tooltips to Automation Building for Tankbound when the Building will not automate certain jobs
Balance
- Disciple of the Cradle leader trait no longer removes job output as governor and now adds trust cap as councilor.
Bugfix
- Fixed default zone showing up in Broken Shackles planet UI
- Symbiosis living standard tooltip no longer displays string ID.
- Shroud-Forged pops can now be recruited as Assault Armies or Psionic Armies.
- Fixed being able to build the same district zone specialization without closing the planet view
- Planet governor skill modifiers no longer apply to fleets now
- Now shows the proper leader tier frame again in the UI
- Radiotrophic pop upkeep now applies
- Terraforming a planet into a machine or hive world no longer removes buildings in the rural districts.
- Distributed Design Center and Metallurgical Research Lab buildings now correctly give additional bonuses on ringworlds.
- Alloy Nano-Plants and Civilian Repli-Complexes no longer have increased costs and upkeep on ringworlds.
- Going for the Cybernetic ascension as a Hive-Mind now properly blocks the Psionic Ascension.
- Hard Reset Empires that have started to Cybernetically ascend may no longer take the Synthetic Evolution ascension perk, and vise versa.
- The Council Cleanup event will no longer attempt to create pops on stars
- Fixed Ocean Paradise starts not showing the farming district at game start due to a mismatch between capped and uncapped districts for that origin
- Ecumenopolis Urban Districts now add Production Overseers jobs.
- Fix issue that caused uncapped districts to be destroyed on the monthly tick
- Chattel Slavery and other modifiers that failed to apply production bonuses to slaves now provide workforce efficiency bonuses to them instead.
- Known Issue: We’re still trying to track down an issue causing Unemployed Syncretic slaves to continue disappearing instead of demoting properly, but they appear to come out of hiding if new jobs open up. Please let us know if you see this behavior happening with other Civics or Origins, as “conventional” Xenophobia or Authoritarian slavery appears to generally be working as expected.
- The Growing Like Weeds achievement no longer requires EXACTLY 25k budding pops.
AI
- The AI is now less likely to bankrupt itself through the use of Eternal Vigilance.
Stability
- Fixed CTD in set_hostile effect when it cannot create a relation between the countries.
- Fixed CTD on MacOS happening sometimes while highlighting sections of demographics pie charts
- Fixed CTD when starting to explore an astral rift that previously had progress done
- Fixed an OOS on hotjoin or resync when ships are affected by a psionic aura
Modding
- Removed the duplicate uncapped district types and made their functionality part of the base type. is_uncapped is a trigger now for district types that handles this
- The overnight command now keeps two extra saves, at 2275 and 2325.
- Added the -incrementalsaves command line parameter which keeps additional saves at 2200.01.01, 2275.01.01, 2300.01.01, 2350.01.01, and every 50 years afterwards until 2600.01.01. (Only applies to non-Ironman games.)
4.1.5 (2025-10-08)
4.1.5
Improvements
- Removed district specializations from showing that you must not have the Wilderness origin.
- Added subtitles for secondary districts on Hive Worlds, Machine Worlds, Ring Worlds and Ecus.
- Added a Sol variant for Mindwardens.
-
<this patch note was eaten by a swarm of abnormally intelligent rats>
- The Celestial Orrery system is now more likely to spawn.
- Modifiers from the Capital Productivity technologies should no longer be listed multiple times.
- Fledgling Dragons can now be hatched at a space fauna hatchery.
- Active accords for Endbringers empires now unlock Psionic ship components.
- Prevent AIs from taking the Mindwardens origin.
- Harmonized Mindwarden name lists
Balance
- Shroud Seals now give -50% fire rate to Psionic Weapons in their system.
- Buffed Tooth of the Eater with psionic components
- Create and Abolish special world designations (such as Resort or Thrall World) now take 180 days, giving you the opportunity to cancel the abolish decision before it happens if you selected it by accident.
- Death Priests now only gain +3 unity per 100 jobs if a sizeable percentage of your population is sacrificed.
- Resource Consolidation blockers are now more severe.
- Wilderness Empires will no longer be offered the Tomb World Adaptation since they can only end up on tomb worlds in very rare scenarios and it's mostly a dead tech.
- Civilian ships (such as science ships or construction ships) now automatically upgrade to psionic shields correctly.
- Gestalt empires can now research psionic cloaking devices if you have both Shadows of the Shroud and First Contact.
- The Aura of Whisperers now impacts cloaking strength.
- The secondary districts on the initial machine world for Resource Consolidation now have lower costs and upkeep before the world is finished.
- The Prototype Machinery blocker on the initial machine world for resource consolidation now costs 2500 alloys to remove.
- Shroud-Touched Regions now produce more Zro so you no longer start with a deficit.
- The Pierce the Shroud decision will no longer remove rare deposits.
- The Shroud-Forged origin now provides additional trait picks and points for the Shroud-Forged pops, allowing them to be robo-modded without removing any traits.
- Fully embracing the Shroud-Forged now sets them to be your primary species.
- Reduced the effectiveness of the Composer of Strands blockers and reworked their bonuses.
- The decision to add Shrouded Vegetation now takes a year to enact and can only be enacted a limited number of times per colony, scaling with planet size.
- Shroudshaper governors now provide telepath jobs scaling with their level, not the number of pops present.
- Death Cult and Superstitious Beliefs no longer block each other.
- Fortune Tellers now produce far less trade.
- The Realm of Madness event now gives insight on Zro Distillation tech.
- Teeth of the Eater covenant fleet now scales the number of ships on the time of the game.
- Shroud Observators and Extra-Dimensional Research Units from the Shroud-Forged origins are now job swaps for Biology Subroutine and Physics Subroutine jobs respectively. This means that they now fully benefit from modifiers affecting those jobs.
- Intensification: This Covenant Power for End of the Cycle is now on a 10 year cooldown instead of being on a one-time use.
- Tankbound civics now apply the following modifier: Upkeep from Jobs: -25%
Bugfix
- Improved repurposing of slaves (makes unemployed slaves show up properly and makes enslavement of specialists and rulers work better)
- Shroud seals are now dismantling properly even by other empires
- Fixed leader details not being present in events when they die.
- Fixed checks on the non-Shroud-DLC tradition tree to also check the Shroud-DLC-specific tree
- Fix Under One Rule origin's "The Second Chance" event that did not show the Psionic option to keep the leader alive
- The Death of a Great Leader event again fires for regular leaders
- Fixed a number of weapon tags on space fauna mutations.
- Fix instances where The Instrument of Desire's aura effect would sometimes make planets' Planetary Ascension level go past 10.
- Composer of Strands' "Calling of Creation" now successfully completes after terraforming a world.
- The Baol, Gaia-Seeded and Under One Rule Terraform Insight effects now count towards the Composer of Strands' Calling to Terraform a planet.
- Instrument of Desire's Calling of Sculpture now properly completes when replacing a building.
- Multiple callings from the Cradle of Souls have been adjusted / fixed.
- Fixed assorted issues with the descriptions of federation perks for the Holy Covenant federation type.
- Production Overseers cannot be automated.
- Enforcers now correctly benefit from species traits that provided additional job efficiency to specialists that they were missing out on.
- Fix the generic Friendly Territory Tracking Mult modifier being ignored.
- Removed extra pre-ftl maintenance drone from game files.
- Fixed some pre-ftl hive mind jobs being unlocalised.
- Fixed Subterranean Urbanization and Coastal Hamlets not showing the correct icon.
- The Archives specialization on habitats now has the correct icon.
- Fixed being able to make Ecus into penal colonies, as you couldn't make penal colonies into Ecus.
- Typo fix in 'Lone Survivor' Event.
- Preventing Wilderness pops from getting Auto-Modding traits as Wilderness Empires no longer work jobs like regular empires.
- Add missing localizations for a few armies.
- Fixed job efficiency modifier for medical workers incorrectly stating it targeted farmers.
- Fixed the various strategic resource district specializations from showing up in technologies multiple times.
- Put a 1 year cooldown on the "Naval Activity in SYSTEMNAME" event so that people can't spam each other with it by starting and stopping the associated special project.
- Fix Armies getting stuck on colonies that get destroyed.
- Wilderness Empires now use exclusive defense armies, look at that unique icon!
- Natural Design empires will now be disgusted by the thought of ever using the weird vials inside of the Orbital Speed Demon.
- Mutation traditions can now add and remove the budding and crystallization traits.
- Corporate Death Cult and Chosen Executives are no longer mutually exclusive.
- Fixed issues with the calculations for sacrifice effects.
- You can now fire commanders who are governing planets.
- Viewing a pre-ftl planet no longer spams the error log.
- Pre-ftl brain drone jobs now correctly show icons in tooltips.
- Resource Consolidation blockers now take time to clear.
- Fixed Machine Intelligences being forced to have the Shroud-Forged origin if you didn't own The Machine Age.
- The Psionic Machine portrait will no longer have access to organic traits.
- The Mindwarden portrait now also has access to reptilian traits.
- You once again only get one Warform. The Animator of Clay is not that generous.
- Fixed ascension perks being used for the category_last_picked_tradition trigger.
- Chosen and Shroudshaper leaders now benefit from Transcendent authorities.
- Fixed Transcendent Authorities not listing additional effects they grant to Psychic leader trait.
- Mind over Metal achievement now requires psionic cloaking devices if you have First Contact.
- Updated the draw weights for technologies that unlock monuments.
- AI empires with Bioships should now budget appropriately for armies.
- Assorted events that spawn armies and purge your population should now correctly set your population to be purged.
- Added a new line before the warning about jobs that cannot be favorited.
- Driven Assimilators with the Voidforged origin no longer start with far fewer generator districts than they should.
- Livestock can now work necrophyte jobs in hive mind empires.
- Livestock jobs now show the correct building icon.
- The Composer of Strands no longer adds Shroudstone to the Synaptic Lathe.
- The Chosen's homeworld is now correctly set up for the Life-Seeded origin.
- Shroud-Forged events will no longer attempt to convert a fractional amount of pops.
- Increase the assembly score for the Shroud-Forged pops.
- Machine and Robot modification technologies now provide the same number of trait points for both machine and mechanical species.
- Active recon fleet order now uses correct logic.
- The Strand Afflicted trait now grants Zro production to Biologist jobs.
- Corrected the notification for the Composer of Strand's aura surge to correctly refer to Shroudstone blockers (in English).
- Betharian Processing district specialization is no longer shown multiple times in the technology card.
- The caravaneers no longer provide misguided information about the Waste Reprocessing Center.
- Production Overseers now provide automated workforce efficiency.
- Death Cult sacrifices no longer auto-cancel.
- Mindwardens can no longer gain the Shroud Preacher trait.
- Fixed an exploit in Multiplayer where you could get certain event rewards as often as you could click the option before it went away.
- PSI Corps building can now be built on pleasure worlds, regardless of other present modifiers.
- Changed some shroud paragon ethics from fanatic to standard.
- Patron-Chosen Leaders now produce Influence.
- Endbringer related event no longer targets machine leaders when it shouldn't.
- Wilderness empires can no longer build Transit Hubs.
- Fixed Metallurgist and Artisan jobs from buildings on Penal Colonies.
- Fixed Data-Driven Theorem Facility and Research Supply Depot getting instantly destroyed after being built.
- Sky/Empyrean Domes can now be built on Resort Worlds.
- Tankbound empires now have their rural districts automated on ringworlds and habitats.
- Ringworld districts providing worker jobs are now fully automated for Tankbound empires.
- Auras now properly affect Pirates, Space Fauna, Crisises and Fallen Empires.
- The Chamber of Silence now provides psionic job efficiency scaling with telepath jobs (as the Psi-Corps).
- Endbringers no longer have access to the Orbital Psi-Corps.
- The Orbital Psi-Corps now takes telepath drones into account.
- The Shrouded World in the Endbringers home system can no longer be a terraforming candidate.
- The Shrouded World in the Endbringers home system can no longer have a Zro deposit alongside a mineral or energy deposit (research deposits are fine).
- Fixed a bug when Repurposing slaves would not become Orderlies when changing their species' slavery type.
- Tankbound civic not removed systematically when losing an ideology war.
- Superstitious Beliefs cycles and effects removed when the civic is lost.
- Updated Concept Tooltips across a series of origins to be in line with 4.0 changes.
- The Unplugged traits now properly display their descriptions.
- Updated species trait tooltips to be consistent with 4.0 changes.
- Removed the unintended energy upkeep on Habitat Orbitals.
- The Grand Battlement of Steel now properly provides soldier jobs.
- Updated Aristocratic Elite, Technocracy, and Exalted Priesthood tooltips to be in line with 4.0 changes.
- Added redundancy checks for the Contingency spawning in case one of the planned machine worlds is destroyed ahead of time.
- The Vivisection First Contact Events should now behave properly for Evolutionary Predators.
- Psionic Malfunction event can no longer kill Bio-Trophies for Rogue Servitors.
- Cradle of Souls aura surge now respects defense platform limits.
- Mindwarden Enclave's defense fleet doesn't spawn debris anymore.
- Sociocultural History should no longer appear for Wilderness empires.
- Fixed Evolutionary Predators stealing dna from Mindwarden species not rewarding reptilian dna.
- Experiment Engineer job uses the flat amount of crime considering the pops' happiness.
- Fixing outliner sometimes changing order of categories on show/hide/tab change.
- Fixed empires (most notably pre-FTL) being generated with the wrong habitability preference.
- Psionic species trait no longer show up in the empire creation menu if you're a machine species.
- Mindwarden empire will now be able to be force-spawned
- Advanced AI Empires galaxy parameter will now spawn the right amount of advanced empires
- Player origin randomization will now always allow non-advanced origins
- Allowed colonization of black needle planet when its associated Treasure Hunters empire is integrated or destroyed
- The Endbringers origin and Augmentation Bazaars civic are now incompatible, preventing a block on all ascension paths.
- Add branch-offices bonuses for almost all Shroud civics
- Shroud civics requirements improvements
- Cetana is now allowed even if a Shroud-Forged empire is in the galaxy as intended
- To prevent the Arc Furnace deposits from lingering upon its removal, the Arc Furnace now adds unique deposits to planets in the system.
- Prevent double base entry in some tooltips
- Add missing description for Assault Wardens army.
- Give Evangelising Zealots personality to the Exiled.
- Give Gestalt Chosen civics Growth node experience gain modifier.
- Fix Blind trait modifier not displayed in workforce tooltip.
- Shroudshaper trait now correctly grants telepath drones for gestalt empires.
- 4.1.4 open beta fix: Astral Rifts and Archaeology sites now work correctly, including retroactively on saved games.
- Shroudshaper trait now correctly grants telepath drones for gestalt empires.
- Shroud-Forged can serve in the military if you have fully embraced the Animator of Clay.
- Shroud-Forged can now serve as leaders.
- Shroud-Forged leaders cannot gain the Synthetic leader trait.
- Shroud-Forged pops can now be recruited as Assault Armies or Psionic Armies.
- Radiotrophic pop upkeep now applies
UI
- Stopped showing unavailable ships in the naval capacity ship size limit tooltip.
- Resettlement window shows integer jobs amounts instead of floats.
- Calling reward text now fits in every language
Stability
- Prevented crash when no authority was available for a government during galaxy creation.
- Fixed crash when clicking on traits from the summary screen when editing a user empire.
- Fixed crash in shroud view when resync has been done.
- Fixed crash when disbanding armies.
- Fixed crash that sometimes happen when custom planet names are used in galaxy generation
- Fixed crash when tooltipping certain elements in planetview and resync happens.
- Fixes crash when clicking auto complete on already designed space fauna in the designer
- Fixed random crash in astral rifts when finishing and the exploring country is not set.
- Fix pop group decline logic to not get stuck in inf loop when "invalid" pop groups are left by script.
- Fixed OOS due to faulty reading growth data from savegame.
- Fixed OOS caused by paragon.549
- Fixed OOS due to coordinates generating slightly different between windows and posix for mindwarden systems.
- Fixed OOS from fleet position
- Fixed OOS due to species ID exceeding max int32 and being truncated
4.1.3 (2025-09-26)
4.1.3 patch notes
- Fixed default leader tiers not being loaded properly from a savegame, sometimes causing Psionic traits to be lost
- Removed invalid armies from savefiles after planet occupation issues
- Fix versus the open beta: Stop removing allied armies from planets not in combat
- Teeth of the Eater no longer use naval capacity when merged into fleets.
- Made Natural Design mutually exclusive with Shroud Civic and Origin combinations that would prevent ascension
- Raiding stance will abduct Pre-FTL pops again
- Colonist jobs are now available for Tankbound species
- Fixed ground battles finishing instantly
- Death Cult sacrifices are now once again available at the start of the game
- Death Cult sacrifices now require at least 100 Mortal Initiates
- The tankbound Toxoid portrait now counts as potentially having a big brain
- Secondary empire color is now used for country borders
- The reduction in planetary district capacity by deposits granted by the Composer of Strands is negated if you have a covenant with them or are forging your own path. These planetary deposits have additional effects in this case as well.
- Fixed crash in the planet view demographics tab
- Fixed crash that could occur in the Shroud view
4.1.1 (2025-09-23)
4.1.1
- Rare CTD when interacting with the precursor selector in the galaxy settings.
- Prevented early patron relations initialization by checking for potentials before country initialization.
- Fixed Machine Intelligences being forced to have the Shroud-Forged origin if you did not own The Machine Age, likely causing another CTD.
- Added a robust technical safeguard to prevent that CTD even if there is incorrect script.
- Resource Consolidation and Void Dwellers now once again start with energy and mining districts.
4.1.0 (2025-09-22)
Shadows of the Shroud DLC
The ‘Arc of Ascension’ is complete at last with Shadows of the Shroud.
- Overhauled Psionic Ascension
- Like the other Ascension Paths, Psionic Ascension has now been elevated with an Ascension Situation that explores the impact Ascension has on your Empire. Your moral and ethical decisions will influence your attunement to the domains of the Shroud, culminating in your first delve as you Breach the Shroud.
- Track your exploration of the Shroud in the new Shroud Panel, which will show your current attunement to the domains of the Shroud and provide means to influence your spiritual travels. Attuning to a domain grants Accords, and the local Patron may offer you a Covenant: Power for a price.
- The Shroud contains 4 Major Patrons, 8 Minor Patrons, and 2 Great Patrons, though not all can be encountered in a single playthrough.
- Encounter new events when "Delving" into the Shroud, including 4 new Psionic technologies for ship components.
- A new path through the Shroud where you reject Covenants to forge your own way, beholden to no Patron.
- An overhauled End of the Cycle
- Psionic Auras
- The power of the Shroud can influence corporeal reality through Psionic Auras. These manifestations of the strength of your attuned domain or Patron spread outward from your colonies but can be countered by the Shroud Seals of the Mindwarden Enclave.
- 3 New Origins
- Shroud-Forged: The guidance of a Shroud entity comes with a cost. The entity known as the Animator of Clay has taken a special interest in this Machine Intelligence civilization.
- Mindwardens: Freedom is meaningless without sovereignty of thought. Carry on the fight of your ancestors by defending the galaxy from psionic threats.
- Endbringers: IT IS NOT YET YOUR TIME. BUT IT COULD BE.
- 6 New Civics
- Entropy Drinkers
- Secret Societies
- Superstitious Beliefs
- Experimental Sentencing
- Tankbound
- Chosen
- Expanded events when delving in the Shroud
- Plus 80+ additional new galactic anomalies and events (unrelated to the Shroud)
- 8 New Paragon leaders
- 2 New Relics
- Mindwarden Enclave & Shroud Seals
- New Shroudwalker Enclave interactions
- Proxy Wars introduced
- Hive Minds and Machine empires can now Psionically ascend
- Advanced Psionic Governments
- 13 New portraits
- Psionic shipset
- Mindwarden shipset
- Advisor Voice
- 4 New Music tracks by Andreas Waldetoft
Stellaris 4.1.0 'Lyra' Patch Notes
Features
- Significant improvements to the Planet UI based on player feedback.
- The Planet UI now makes better use of horizontal space available even at our lowest resolutions.
- City Set and Environments have been re-exported at higher resolution to reduce blurriness.
- Surface Tab:
- Build Queue is always visible.
- More information in the Planet Summary, including the Planetary Decisions button
- Multiple buildings can be sequentially added to the build queue from the same building specialization
- New District Specialization icons
- Management Tab:
- Added Monthly Pop Summary including Growth, Migration, and Assembly information
- Reworked the Current Population information to show more and clearer information about your pop groups. Pops are now sorted by Species, Strata, and then Group.
- Economy Tab:
- Added Workforce Summary providing more easily accessible information
- Improved Tooltips for jobs, which now show the total production and upkeep of all pops working that job (instead of just showing the pop-based production and output).
- Holding ALT will show estimates for 100 Pops working that job in these tooltips, allowing for better job-to-job comparisons.
- Armies Tab:
- Recruitment is now part of the main window.
- Holdings:
- Mostly just arrangement changes.
Balance
- The Fallen Shipyard planetary feature now gives 1 miner per 25 pops, not 1 per 4 pops.
- The Ship Junkyard planetary modifier now gives 0.5 alloys and 0.5 engineering research per 100 miners instead of 1 of each.
- Combining Planetscapers and Arc Welders will only spawn blockers that block a single district.
- Planetscapers will now spawn two different blockers on your homeworld.
- Slaver Guilds and Indentured Assets now provide Job Efficiency for Slaves. These civics no longer enslave a percentage of your population. We intend on revisiting them in a future update to find a better way to fulfill their fantasy.
- Leaders governing planets and sectors now gain 10 XP whenever planetary infrastructure (districts, district specializations, or buildings) are constructed. If a planet has a local governor and a sector governor, the local planetary governor will take priority.
- Rural support district specializations that add trade upkeep to farmers, miners and technicians, now scale greater on ringworlds, since ringworld districts have as many jobs.
- Necromancers now produce Society and Engineering research instead of Physics and Society research.
- Removed automation from Telepath jobs - you cannot automate telepathy effectively
- Planetary Ascension cost reduction is now capped at 90%.
- Reduced the initial power of Resource Consolidation, but allowed the origin to ignore the tech requirements for the Machine Worlds AP.
- Buffed the Dread Encampment to provide additional research production (and upkeep) to Necromancers.
- The Computation Core Focus policies now affect job efficiency for selected jobs instead of planetary production of selected resources.
- Hive Sensorium Sites now require the Cultural Heritage technology. Hive Minds can now research this technology.
- Cultural Heritage technology now requires Planetary Unification instead of being a starting tech.
- Heritage Site technology is now Tier 2 instead of Tier 1.
- Hypercomms Forum technology is now more expensive.
Bugfix
- Fix auto-culling prioritizing culling breeding adults over babies
- The Chosen can no longer be declared the most delicious aliens in the galaxy, letting you contact them early when they are still sealed away.
- Fixed an issue where the game would not let you build Ephaptic Clusters after researching the technology.
- Cloned leaders will now also clone their flags and variables from the original leader
- You can no longer build a grand archive over a sufficiently populated pre-FTL world
- Add safeguard for potential crash while handling graphics for capture space critter fleet order
- Fixed some tooltips saying that Scrap Miners were converted into Scrap Miners.
- Fix a crash when displaying growth tooltips
- Fix Federation perk modifiers not being localized properly
- Add missing modifier for Fanatic Pacifist
- Planetscapers can no longer start with more districts of a certain type than a planet can support (e.g. 7/6 generator districts).
- The Atomic Clock will no longer be able to make your Arc Furnace into a gaia world
- Paragons no longer spawn with all their bespoke traits as well as all their trait picks still available.
- Nanotech and Machine Foundry World flavor text displays correctly.
- Fixed armies shenanigans, resulting in randomly dying fleets
- Fix pop growth wildly varying between months by calculating it across species instead of per pop group
- Trade deposits in space be collected by mining stations
- Fix Maulers flying in circles instead of attacking
- The Prethoryn should no longer constantly attempt to colonize uninhabited habitats or ringworlds as they lack interesting biomass.
- Fix pop groups changed from purge to slaves staying in promotion job
- Fixed The Nursery event telling you that it will advance your Evolutionary Predator situation even when you don't have the origin.
- Fixed an exploit where if you got a resort world through trade or integration it would stay a resort world. Allowing you to get multiples of them.
- Integrating a subject will no longer leave you with their dimensional fleets in perpetuity.
- Fix Wilderness jobs having malus workforce for 1 month at game start
- Fix the workforce tooltip of wilderness pop jobs never showing modifiers
- Gave the Riddles Decoded modifier a proper icon.
- Fixed Synaptic Sub-Processing stating that it only gave +2 jobs
- Fixes not all pops being properly assigned to jobs and not calculating workforce multipliers properly
- Pre-sapients now once again need feeding
- Robots don't get Bonus Growth anymore
- Planet UI now shows Downgrade again instead of Destroy for upgraded buildings
- The evolutionary predators agenda granted by mutation traditions now grants other species mutagenic habitability
- Fixed amenities on the Storm Relief Center for Wilderness
- Fixed job efficiency modifiers for disconnected drone citizenship
- Slaves should be less likely to get stuck in a "repurposing" job.
- Job modifiers now correctly apply to production for the Overlord
- Stopped the Botanical Paradise project from attaching to the science ship discovering it.
- Made the Arc Furnace dismantling not leave any lingering deposits.
- Repairing a ruined Arc Furnace no longer gives too many mineral deposits.
- Hive and Machine worlds now correctly have access to district specializations for harvesting of betharian, rare crystals, exotic gases and volatile motes.
- District specializations for strategic resources now correctly check you have the required technology.
UI
- Gestalts and Robots can now have their migration controlled
- Large species selection buttons in the species list will now work even when hovering over some other tooltip triggering UI element inside the button.
- Updated city sets and environments to higher-resolution versions with standardized 800×400 px layers.
- Fix Last Month Growth of species or strata sometimes being incorrect
- Improve Growth tooltips at the species level
- Improve production and tooltip display of job types triggered static modifiers
- Improve the tooltip when hovering the name of a job in planet view
- Fix a bunch of resources display discrepancies in the holding tab
- Improve District Specialization requirement tooltips
Performance
- Fixed various scripted localization performance issues related to the Paragons content
- Diminish the number of VFSExists from portrait evolution
- Default texture lifetime management is now forbidden for CInstantSprite.
- Reduces the frequency of portrait texture file existence checking
- Branch office planet profits are calculated monthly instead of daily
- We no longer create a fake country on the death of great leaders
AI
- The AI should now build defensive platforms in orbit of deep space citadels.
- Improved AI behaviour for agendas granted by ascension paths
Modding
- Scripted localization for renowned and legendary leaders have moved to the actual leaders. So we now have set_leader_tier and is_leader_tier on the leader scope for them. They can be defined in common/leader_tiers
- tier attribute is now supported for the create_leader and clone_leader effect. And the same goes for the ethic_leader_creator scripted effect
- Add owner_or_space_owner scope
- Added the on_zone_complete on action.
- Remove unused can_be_cleared_override and add can_be_cleared_potential to deposit type. If false, the clearing buttons and infos are not shown
4.0.9 (2025-05-13)
Stellaris 4.0.9 Patch
Performance
- REVERTED an attempted fix for an Out-of-Sync error (COUNTRY_RESOURCES) that was causing serious performance issues.
4.0.8 (2025-05-13)
Stellaris 4.0.8 Patch
Stability
- Fixed a circular dependency in the French localization that would cause a crash.
4.0.7 (2025-05-13)
Stellaris 4.0.7 Patch
Bugfix
- Localization has been updated for most text.
- Species modification cost is no longer divided by 100 twice
- Machine Nexus Designation no longer mentions Amenities
- Tech-World Designation description is more specific.
- Behemoth death animation particles are now spawned correctly
- Fixed an edge case that would fail to remove the tier 3 behemoth after completing the Mind Meld special project
- The Fallen Shipyard Deposit will no longer be creating unworkable jobs for Gestalt Empires.
- The Nanite Research Complex now grants improved modifiers compared to the base version, giving a reason to build it.
- Biological Titans now count for your titan cap. I hope you had your fun with titan only fleets.
- Random ethics changing should now work properly and not complain about invalid pop group
- The shipyard should always display ship design names for military ships again.
- Ship Designer will no longer allow to save a ship design with the name of the design with a different ship size.
- Cleaned up a few tooltips not being updated for the new 100 pop system including Artifact Relays
- Assimilating species with traits that are incompatible with Wilderness, such as Nascent Stage, now removes said traits.
- Fixed duplicated description for Numistic Shrine
- Now only applies empire size penalty on edict costs, not the full empire size
- Simulation Sites and their upgrades now increase Unity output instead of Upkeep on their planets
- Effective Councilor Skill and Effective Ruler Skill finally add to agenda progress speed
- Refined timeline localization
- Planetary Administration and other buildings, and General Traits now correctly give Armies
- The Perpetual Lightning modifier now has a description
- Horizon Needle description now specifies where it has to be built.
- Fix Automated Workforce not applying correctly district level.
- Multiple auto modding traits will now work together.
- Cleaned up a few tooltips not being updated for the new 100 pop system including Artifact Relays
Balance
- Refitting a DSC no longer costs unity
- Reduced the amount of Research added to Civilians from the State Academy and Center of Guidance by 33%
- Added a Consumer Good Upkeep to Civilians from the Autochthon Monument, their upgrades, and their MegaCorp variants
- Added a Minerals Upkeep to Maintenance Drones from the Simulation Site, their upgrades, and their Hive Mind variants
- Added a Consumer Good Upkeep to Civilians from the Ministry of Culture
- Added a Consumer Good Upkeep to Civilians from the Strengthened Government modifiers from Under One Rule
- Added a minor Consumer Good Upkeep to the Trickle Up Economics Tradition
- Eternal Vigilance now fills out your Defense Platform capacity to 50% instead of fully.
UI
- Leader upkeep is now rounded to 1 decimal for consistency
- Clicking top bar resource a second time now always closes the market view
- Fixed recommended DLC staying visible after exiting the empire selection view
Performance
- Improved performance when hovering over population number in planet view
- Fixed a major performance issue caused by outliner starbase entries
- Triggered Planet Pop Group Modifiers should have improved performance (and should use triggered_planet_pop_group_modifier_for_all if it will apply to all pops on the planet)
Stability
- Fixed common OOS by recalculating the profit instead of using the cached data (COUNTRY_RESOURCE)
- Fixed CTD when dlc is not readable for unknown reasons
- Fixed CTD when events without options are timing out
- Fixed invalid memory reads when finishing species modifications
- Fixed invalid memory reads as a result from on_pop_growth on actions
- Fixed invalid memory reads as a result from on_pop_displaced and/or on_pop_purged on actions
- Fixed expansion planner species entry crashing in tooltip
- Fixed replace zone confirmation popup sometimes crashing
- Fixed crash in grow_pops console command.
- Fixes ground combat CTD
Modding
- local_pop_amount is now provided to on_pop_group_resettled on action with the amount of pops resettled
- Removed NGameplay.MAX_PLANET_POPS define as it's not used anywhere anymore
- Remove obsolete defense_armies_add modifier, in favor of planet_defense_armies_add
- Removed build_pops console command and changed grow_pops to do growth, assembly and decline.
- Added triggered_planet_pop_group_modifier_for_all for triggered planet pop group modifiers that are intended to be split across all pops on the planet.
4.0.6 (2025-05-09)
Stellaris 4.0.6 Patch
Bugfix
- Fixed the preftl.180 event having no options for Ever Hungry empires.
- The Avatar Cortex building for wilderness should no longer delete itself upon being upgraded to max level.
Stability
- Prevent CTD from a district containing less built Specializations than expected to
- Fixed crash when an event has no valid options.
- Fixed one more CTD in government view using invalid species data
- Fixed CTD when cleaning up armies on country being destroyed
Modding
- CreatePopGroup effect no longer creates any pop group for invalid species.
4.0.5.1 (2025-05-08)
Stellaris 4.0.5 Patch
Improvement
- Converting a planet into a hive world or machine world now preserves the generator, mining and farming jobs. Known Issue: The special districts on these planets do not swap names or icons to rural districts.
- Void Dwellers, Aquatics and Cave Dwellers now grant their robots the relevant trait when they invent robots
- Updated multiple Databank articles, such as Buildings, Jobs, Housing, and Resettlement
- FE buildings have been made available to Wilderness empires (under the same restrictions as normal), and have received an additional biomass cost.
- The fallen materialist's Master Archive now grants additional research options
- The spiritualist fallen empire's shrine now offers improved shroud communing
- Font of Knowledge now includes all of the 4.0 research buildings
Bugfix
- Fixed Pearl Divers not mentioning both a food and mineral upkeep in the tooltip
- Fixed some duplicated text on the strong and very strong traits
- Blocked Behemoths from laying eggs in combat
- Fixed the Artifact Relay decision for hive minds
- Fixed the Galactic Market Nomination decision
- Fixed Fanatical Purifiers and Devouring Swarm getting the 'Declare a Rival' Empire Focus
- Bio Titans built in GDF service should now be made of meat and not metal
- Fixes ethics divergence always switching the entire pop group instead of amount
- The Automated Curation Algorithms technology will no longer be offered to Wilderness Empires
- Colonization can not be started again if there's already a colony ship in progress.
- Increased the amount of workforce Wilderness pops gain to 99999, this way if you ever have more than 1000 of a job the wilderness won't start trying to employ pops like a normal empire
- Wilderness Empires will no longer be able to build the automation buildings only to destroy them at the start of the next month
- The Automation Buildings should only show up in a research option once now instead of four times.
- Fixed multiple pre-FTL buildings sticking around after their owners had been invaded
- Advanced AIs now start with some extra unity
- Genocidal Necrophage empires no longer start with a Chamber of Elevation
- Incompatible Cybernetic Creed buildings are removed from the building list when you embrace a Creed
- Finishing Biomorphosis while having 7 tradition trees shouldn't reward a ghost tradition tree
- Fixed the Planetary Supercomputer demanding paperclips
- Permanent Employment now correctly starts with 400 zombies
- Added missing loc from Sanctuary World designation tooltip
- Scavenger Bot is now named correctly in the Timeline Event.
- You can no longer ruin your game-start economy by focusing on astro-mining while using resource consolidation to have no mining stations in your home system (Resource Consolidation and Astro Mining Drones now exclude each other)
- Fix issue where fleet/ship stats were not updated correctly when modifiers changed
- Fix modifiers not having an effect on displayed Fleet Power
- Biomimetic now applies a 50% workforce bonus to roboticist and replicator jobs
- Bodysnatchers now may edit Population Controls, similar to Necrophages.
- The War Fragment will no longer ask you to declare war on empires you have branch offices on. Profit comes first.
- Officials can now get Architectural Focus trait from Resourceful Ascension event
- Eternal Vigilance now also generates Defense Platforms for Deep Space Citadels
- Planet and slave market tooltips will correctly include dystopian specialist jobs into the general specialists list.
- Fixed an issue where if you gained the jump drive tech before researching level 2 and 3 hyperdrives, your science ships and constructors would not be equipped with jump drives
- Fixed a bug that may have sometimes caused pop decline to be determined incorrectly on planets with multiple species.
- The Empire Focus "Build an Agricultural District" now requires food use to draw
- The Empire Focus "Finish First Contact" can now be completed
- The Empire Focuses "Have 1000 Consumer Goods" and "Have 1000 Food" have been blocked for ineligible empires
- The Empire Focus "Conquer a Homeworld" is blocked for empires that lack an interest in politics
- Empire Focus "Sign a Research Agreement" is blocked for homicidal empires
- Fatal Mutations no longer cause complete planetary extinction
- Pox Bombardment for some weird reason no longer works on mechanical beings
- Armageddon and Pox Bombardment are once again capable of bombing your enemies into the stone-age (tomb-world)
- Fixed the Identity Repository scaling at 100x the value it should
- Fixed a rare case of the Fallen Empire Building Received notification not telling you that you had unlocked the Sky Dome.
- Refugees have returned to their normal behavior, no longer will people flee from the devouring swarm by running back to the devouring swarm.
- Wilderness Biomass will no longer refuse to work simple drone jobs, back to work you malleable pile of goo!
- Fixed the size of the smaller Behemoths
- Fixes to the crystal manufactory system and event chain
- Fixed missing icon for the Truce End notification
- Bodysnatchers and Genesis Symbiotes are now properly incompatible
- Integrated Preservation and Instinctive Synchronization now share effects. Both now improve Automatic Resettlement Chance and increase Amenities from Logistic Drones
- Aquatic for Machine and Mote-Powered Tools tooltips no longer mention such outdated concepts such as job output modifiers
- Machine Worlds support basic generator and mining job buildings
- Fix to Planet Automation building upgrades
- Fixed a number of tooltips for Luminary traits
- Fixed some cases of leader trait picks not being given correctly.
- Evolutionary Predators now gain situation progress for Purging and keeping livestock pops. Happy hunting.
- Agrarian idyll Housing tech now correctly tells you what it does
- Buildings having sapient pop requirements will now list the number correctly
- The Management tab of planets is now visible if you can see planet features. World Consecrators rejoice!
- Behemoth now gets value properly from mutations
Balance
- Reduced the biomass cost for planetary expansion for wilderness by roughly 50%
- Xenophobic Individualist Machines start with an Alloy Foundry instead of a Medical Center
- Void Dwellers now start with up to 3 hydroponics farms depending on food requirements
- Further tweaks to the ethics effects of civilians:
- Reduced the happiness for xenophobes and pop upkeep for xenophiles by 50%
- Increased the amenities for pacifists by 10x
- Doubled the trade for egalitarians.
- Habitats now have a Solar Farming Bay specialisation for their Reactor districts, this gives farmer jobs, turning the district into a hybrid energy/food producer.
- Knights OP:
- Halved the number of knight jobs from most sources
- Squires no longer grant the stability of soldiers
- Reduced the Bonus Pop Growth from the Lover's Pox
- Reduced the Stability from Memorialist job swaps
- Updated Scientist Expertise traits
- Assault armies now cost food instead of minerals for empires with biological ships
- The life support system on the Crashed Slaver Ship for Broken Shackles has been discovered to be working, granting +30% habitability
- Increased the Strategic Resource cost of Fallen Empire buildings from 100 to 300.
- Increased the amount of Trader Jobs from the Galactic Commerce Hub and the Interstellar Commerce Nexus from 100/200 to 600/1200
- Reduced the Dimensional Fabricator output from +5/+2 strategic resources to +4/+1
- The Shrinkspace Depot and the Extra-Dimensional depot now grant +500/1000 minor artifact storage capacity
- The Molecular Revitalization Institute and the Bioregeneration Institute now grant fewer jobs, from 400/600 Medical Workers to 200/300 Medical Workers.
- The Robot Manufacturing Nexus and the Robot Quantum Production Hub now grant fewer jobs, from 200/500 Roboticists to 150/300 Roboticists.
- The Quantum Innovation Nexus and the Transcendental Innovation Department now grant fewer jobs, from 400/400 of each researcher type to 200/400 of each researcher type. Politician jobs have been removed.
- Curator Councilors no longer grant nigh infinite amounts of trade production
- Synthetic Fertility pops now die off much slower
UI
- Changes to modifiers are now mirrored in the UI immediately, even when paused
- Re-added pop decline alert.
- Improvements to the Build District tooltip
- Now tells you it will Build a District if you can afford it and click on it
- The modifier tooltip on a district will now also account for the modifiers coming from the district specialization.
Stability
- Fixed a common OOS after hotjoining due to leader trait assignments
- Fix common OOS related to wrong cached data about planet profit
- Fixed crash happening because a fleet was marked to be killed when the country was destroyed in special circumstances
Performance
- Make creation of unnecessary jobs more sparse to reduce amount of objects.
- Make creation of jobs more sparse to reduce amount of objects.
Modding
- Updated species_uses_bonus_growth game rule to match can_species_procreate
4.0.4 (2025-05-07)
Stellaris 4.0.4 Patch
Balance
- The default Eternal Vigilance policy will now only spawn defensive platforms in orbit of upgraded starbases
- Amenities Updates:
- Logistics drones now produce additional amenities if Instinctive Synchronization is taken
- Luxury Housing, Drone Storage, and Hive Warrens grant 1500 housing and 2500 amenities.
- Paradise Domes, Upgraded Drone Storage, and Expanded Warrens grant 3000 housing and 5000 amenities.
- Communal Housing grants 2000 housing and 3000 amenities.
- Utopian Communal Housing grants 4000 housing and 6000 amenities.
- 100 Entertainers now give 1250 Amenities instead of 1000.
- The Entertainment Forum is again an upgrade to the Holo-Theaters, and grants 400 Entertainer jobs.
- Reverted many of the leader changes:
- Leaders once again gain traits at every level.
- The number of trait picks per level has been set back to 2 by default.
- Low level traits that were merged and buffed remain so.
- It automates:
- Automation buildings upkeep now only scales their upkeep with districts they automate: 8/10 for rural districts, 10/12 for city districts - buildings no longer factor into its upkeep.
- Automation tooltip now mentions the scaling upkeep
- Automation buildings are now associated with Assembly Patterns and Construction Templates technologies
- It automates...even for hives.
- Gestalt Machine Empires can now turn off Migration Controls.
- Maintenance Drones now auto-migrate like the Denizens that they are.
Bugfix
- Fixed space fauna cost values
- Fixed various checks for Offspring Drones that were broken
- Fixed the Permanent Employment civic
- Fixed the planetary supercomputer not having the same modifiers as the research institute
- Fixed the Logistics Hub going missing from the game
- Fixed a broken modifier on the Hive Confluence building
- Fixed telepaths not gaining correct modifiers
- The Clone Army starting event no longer fires twice
- Commercial specialisations now accept all urban buildings
- Fixed BioGenesis not unlocking the crisis tab if you do not own either The Machine Age or Nemesis
- Neglected bio-trophies should now show on the planet UI and have a happiness penalty
- Fixed planetary deposit researcher interactions with gestalt empires
- Maintenance drones now count as better than slaves for assorted checks
- Starting the game as a Nascent Stage Life Seeded empire will no longer leave you with only presapients and immediately game over.
- The opinion penalty for purging pops have been reduced by 100
- The amount of Menace gained from purging pops has been reduced by a factor of 100
- Fixed the Splinter Hive Holding being 100 times more effective than it should have been
- The Coral Portrait now has access to rooted instead of the platypus.
- AI Megacorps will no longer be dirty cheaters that ignore the branch office building limit
- Debris is no longer incorrectly displayed as coming from our own empire.
- Scripted species can now inherit their parent species rights instead of getting default rights
- The Logistics Ceiling setting has been reset to default for everyone since it changed in 4.0
- You may no longer use Fallen empire technology to mine for minerals in the mantle of ringworlds
UI
- The Build District icon is now more clearly labelled.
- Made some adjustments to the Planet UI to hopefully make it clearer when you can build District Specializations.
- The Build Queue will now automatically start opened in the Surface or Management tabs of the Planet View if there is something in the Queue.
- Clearing a blocker will open the Build Queue if it is closed.
- Fixed the diplomatic window showing the city elements based on the ship set instead of the selected city set.
- Fixed some modifiers from jobs being unlocalized in tooltips.
- Fixed being able to disable event messages if their default settings haven't changed.
- The pop totals in the job strata tooltip are now consistent with the strata UI.
- Fixed missing information in tooltips for why you can't upgrade buildings.
Stability
- Added more safeguards around ship graphical culture to avoid a crash
- Fix CTD happening when hovering over some leader traits in the selection UI
- Fix CTD related to districts getting deleted while a specialization was in the build queue
- Fixed crash on startup when generating modifiers (Thanks for helping us find this, More Events Mod!)
- Fixed issue with script killing pops assigned to a job may CTD
- Fixed CTD in colonization view due to invalid deposit entry
- Fixes CTD in planets and sector view due to species
Performance
- Multiple AI performance optimizations
- Reduced memory footprint in growth calculations
- Threaded and cached procreate calculation on pop groups to improve performance
- Reduce calculations done for planet economy
4.0.3 (2025-05-06)
Stellaris 4.0.3 Patch
Features
- Monthly change in Biomass is now shown in the resource bar for Wilderness empires.
Bugfix
- Fixed some building upgrades being unconstructable or appearing with Planet Cap: 0
- Devouring Wilderness now correctly generates biomass from eating pops
- You will no longer be tasked with making an agricultural district if you are a Wilderness Empire and an Orchard Forest if you are a regular empire.
- The timeline completion and progression popups no longer remain open when the timeline UI is reopened after being closed.
- Fixed shattered rings not showing generator districts
- Fixed some unity buildings being broken
- Fixed politicians having double the resource output they should
- Fixed the bullet points for various species traits
- Fixed empire size from district modifiers being applied twice
- Zookeepers no longer increase the amount of research that other Zookeeper produce scaling with the number of zookeepers. Oops!
- Fixed assembly specialization for machine worlds giving the wrong jobs
- Fixed the council position for worker coop providing the incorrect amount of amenities.
- Wilderness empires can no longer become the Behemoth, they are perfect the way they are.
- Fixed some localization issues with some planetary decisions (English only)
- Fixed some tooltips mentioning regular jobs for wilderness
- Fixed Wilderness colonization button
- Fixed the Avatar Forest's volatile mote upkeep being too high
- Fixed the Thermoclastic Roar using improper syntax for killing pops
- Fixed some biological offspring ships not calling the correct 3d models
- The Order's Demesne should now correctly be swapped for a standard Planetary Defense specialization
- Pre-FTL planets should once again have their buildings
- Wilderness Deposits have been contained and will no longer be spawning across the galaxy. (Fixes systems generating with no resources.)
- Fixed ai megacorps not having an influence budget to build branch office buildings with
- Fixed the tooltip that said how many traders you get from branch office buildings depending on civics (English only)
- Fixed space fauna gauss weapons dealing -100% hull damage
- Fixed biological ship point defense and flak being identical
- Fixed juggernaut fusion reactors being equippable on titans not juggernauts
- The Faculty of Archaeostudies no longer gives broken jobs
- Fixed a planetary deposit making gestalt physicist jobs require consumer goods
- Fixed budding pops making robot assembly plants sometimes stop working
- Empire with the catalytic processing civics now start with additional food districts
- The Catalytic Processing civic now says that Metallurgists are converted into Catalytic Technicians
- Fixed some trait tooltips overstating effects by a factor of 100 (English only)
- Ancient Clone Vats can now be built in any urban district specialization
- Added tooltip description for Wilderness Refining World.
- Virtuality no longer allows an infinite workforce loop
- The experimental ship from the War Fragment now scale
- The experimental ship from the War Fragment no longer drops debris
- You can no longer build the Wilderness Glade holding on unnatural worlds
- The Wilderness can no longer build multiple shield generators, effectively becoming immune to bombardment.
- Fixed numerous buildings sticking around after a Wilderness took over a planet.
- Fixed numerous event buildings not having a biomass cost for Wilderness
- Fixed the First League Filing Office not giving the unity jobs it should have to most empires.
- Physics, Society, and Engineering focused District Specializations now trigger flavor text selection for their District.
- Improved post game Behemoth Behavior
- Fixed biological ships not having logistic upkeep
- Fixed habitats spawning with a broken orbital
- Civilians are now generated with a mix of ethics
- Pops are now created with a randomly selected ethic when appropriate.
- The Ministry of Culture building now says that Bureaucrats are converted into Culture Workers
- The Core focus task "Establish a Branch Office" can now be completed
- Fixed Natural Neural Network maintenance drones
- Fixed Spanish Translation of Precinct Houses
- Fixed all rural districts being destroyed when losing a colony
- Fix to an unemployment tooltip
- Fix issue with colonization on planets, specifically seen on shattered rings
Balance
- Logistic Drones now provide a small amount of amenities
- The Faculty of Archaeostudies now gives minor artifacts from biology/archaeo-engineer jobs if you have the Archaeoengineers AP
- Buffed Prosperity traditions
- Significantly buffed the scientist expertise traits
- Wilderness and Nascent Stage are now incompatible
- Nerfed spawning and assembly specializations for hive and machine worlds
- Rebalanced Natural Neural Network - reduced the research generated, but significantly reduced the additional upkeep
- Correctly put soldier job efficiency modifier on the Military Academy, not the Fortress
- The chance to get the cultist's flagship is now 20% instead of 100%
- Districts for Wilderness Empires now cost 50 Biomass
- The expand planet decision for Wilderness now costs 5×(Planet Size)^2 Biomass and 50 Influence
- Reduced the extra society research from zookeepers
- Civilian ethic outputs have been adjusted
- State Academy now has a planet cap of 3
- Betharian Districts now produce 2 Minerals and 6 Energy by default, rather than just Energy.
AI
- Gave the AI a helper event so they don't leave their starting shattered ring segments uncolonised
- The AI now values buildings that modify production more.
Stability and Performance
- Fixed a crash when exiting to main menu
- Found an issue with Weaver growth auras that was lagging the game:
- The weaver growth auras temporarily affect all ships in the fleet instead of only biological ships capable of growth due to these performance issues, however they no longer apply an upkeep increase.
- Significantly improved how Biomass is calculated
- Improve loading time of late game saves
4.0.23 (2025-08-28)
Stellaris 4.0.23 Patch
Balance
- Ion Cannon reactors now have more power output. Auto-designed ones should now be less likely to run out of power for the main armament.
- Auto-modding traits will now scale to 100% efficiency even if a pop group is assigned to multiple jobs.
Bugfix
- Fixed an issue with job assignment not being able to fill all jobs on a planet properly. This was most visible for Virtuality
- Fixed Necrophage secondary species refusing to work any Worker jobs on game start
- Fixed necrophage purge sometimes not generating pops.
- Fixed Agrarian Villages disappearing on wet worlds for non-angler empires
- Fix Planet view job types tooltips being wildly incorrect
- Jobs that require non-slaves should now actually enforce that limitation
- Several space fauna weapons are now correctly tagged as space fauna weapons
- Fixed being unable to fire the Devolution Beam
- Capturing Tiyanki in your Gravity Snare will no longer make the galactic community mad at you for hunting them. You are just putting them in a nice protected enclosure.
- Effects that create a pop group will now correctly generate a tooltip entry
- Completing the Clone Potential special project will no longer block Clone Army empires from undertaking non-Cloning ascension paths.
- Prethoryn Scourge now purges pops on planets they occupy
- Damn the Consequences now explains what it means to damn the consequences
- Fixed multiple broken text icons in non-English languages
- Head of Education can now correctly be filled by both Scientists and Officials
- Fixed an issue that caused the Distribute Luxury Resources decision cost to cap out very early.
- Fixes some country map colors being white upon loading of the savegame
- Fixed Corporate angler councilors being a tenth as powerful as they should have been.
- Fixed automation building not having upkeep, or being able to build two in a single district under some circumstances
Stability
- Fix to a relatively common crash related to the toast notification manager
4.0.22 (2025-08-21)
Stellaris 4.0.22 Patch
Improvement
- Significant quality of life and system changes to Wilderness empires.
- To prevent issues with biomass not being available on planets due to construction, all Wilderness jobs are now automatically worked without requiring biomass. These jobs are worked by your primary species.
- Jobs for Wilderness are now also properly represented instead of being worked by a single pop with massive workforce bonuses, you now see exactly how the job is worked, and the sliders are also now usable to customize how much of each job will be worked.
- These changes are intended to prevent situations where some jobs would go unworked, make Wilderness less bug-prone, and are intended to give you more control over your economy in deficit situations.
- Grown pops now spawn in a default stratum and job (like “Civilian”) instead of being unemployed their parents' stratum
- Planetary Automation no longer actively tries to keep some civilians around.
- Improved planet modifier tooltips so they display a better source than "From Buildings”
- The Technological Ascendancy AP now unlocks research policies allowing you to increase the draw weight for technology categories
- Added Research Restriction policies, allowing you to massively reduce the chance of drawing dangerous technologies (for example if you want to use automated research without researching these technologies).
- Added the Refactored Restrictions to the Ethical Guideline Refactoring GalCom resolution, which increases the draw chance for dangerous and rare technologies.
- Added demands to the Technologist faction pertaining to Research Restriction policies.
- Being humiliated by the Materialist Fallen Empire while undertaking Cosmogenesis will lock you into the “Restrictions Imposed” policy for up to 10 years, significantly decreasing the chance of drawing Cosmogenesis-related technologies.
- Updated modifiers that affected the cost or upkeep of both buildings and districts to instead affect planetary infrastructure cost or upkeep (which includes buildings, districts and district specializations).
Balance
- The Arc Furnace no longer decreases in Mineral output as it increases Alloy output. The stages are now: 1m, 2m, 2m+1a, 2m+2a.
- Updated the broadside stingers to correctly follow the 24-36-48 small slot-equivalency for their weapon slots. The youngest stage now has more medium slots but fewer large slots, while the adult and elder stages only have large slots.
- The Cipher Mauler has given up two of its small weapon slots in exchange for two point defense slots
- 20% of the habitability ceiling reductions from Shattered Ring blockers have been moved to the more easily cleared Ancient Rubble blockers.
- Shattered Ring Origin now starts with two additional Scrap Mining districts.
- Various guardian space critter factions will now ignore ftl inhibitors.
- The diplomacy tradition "The Federation" now also gives 25% progress in the Federation Code technology
- The Holo-Museums acquired from the Curator enclave now swap Entertainers (or Evaluators) to Curators (or Curator Drones). These jobs produce Unity and Amenities, with each Holo-Museum adding additional job upkeep and output. Holo-Museums can now be constructed in research and resort specializations. Finally, these buildings are improved by the Archaeo-Engineers AP.
- Galactic Curator civics also swap Entertainers (or Evaluators) to Curators (or Curator Drones)
- Substantially increased the base Command Limit of fleets and most sources of Command Limit. We know you were going to doomstack those fleets anyway.
- The Charismatic and Repugnant traits (and their robotic, cybernetic and overtuned equivalents) now additionally provide job efficiency modifiers for elite strata and bio-trophy jobs. Go forth and pamper the galaxy's most adorable creatures!
- Decreased amenities granted by housing buildings
- Reactor Boosters now give a percentage boost to reactor output.
- Later growth stages of biological ships now have an inherent reactor output percentage boost.
- Rebalanced trade policies for regular empires.
- Wealth Creation: 50% Trade, 50% Energy.
- Consumer Benefits: 50% Trade, 25% Consumer Goods, 25% Conversion Tax.
- Marketplace of Ideas: 50% Trade, 25% Unity, 25% Conversion Tax.
- Trade League: 50% Trade, 15% Energy, 15% Consumer Goods, 15% Unity, 5% Conversion Tax.
- Holy Covenant: 50% Trade, 37.5% Unity, 12.5% Conversion Tax.
- Mutual Aid: 25% Trade, 20% Energy, 20% Minerals, 20% Food, 15% Unity.
- Strategic Resource and planetary special feature balancing:
- Assorted planetary features that gave rare crystals or exotic gases from technicians now apply to miners or farmers respectively
- Added new District Specializations for strategic resources and some special features:
- Rare Crystal Extraction district specialization to Mining Districts
- Volatile Motes Harvesting district specialization to Generator Districts
- Exotic Gas Capture district specialization to Agricultural Districts
- Central Spire district specialization for the Urban Districts of certain Relic Worlds
- The industrial sector planetary feature on relic worlds now gives +6 farming district capacity
- The Betharian Processing district specialization now gives additional miner jobs to the mining districts.
- Reduced the strategic resources production of industrial jobs from refineries, chemical plants and crystal plants.
- Reduced the strategic resources production of industrial jobs from ancient refineries.
- Increased the minor artifact cost of the ancient refinery.
- Increased strategic resource cost and upkeep for several research buildings.
- Further adjustments on strategic resource balancing.
- Refinery buildings now add +0.25 strategic resource income to industrial jobs at the cost of 1.25 minerals or 2 food.
- Mote Harvesters, Gas Extractors and Crystal Mines now give +0.5 strategic resource income to rural jobs instead of +1.
- The Nanite Transmuter and Dimensional Replicator have had their outputs and upkeep roughly doubled.
- Logistics Drones now give a base output of 6 trade and 500 amenities per 100 jobs (was 4 trade and 250 amenities) however they now have an upkeep of 2 energy (for machine empires) or 2 minerals (for hive empires)
- Increased both the base job weight for Logistics Drones and the job weight when a planet is low in amenities.
- Significantly increased the base amenity production of the Deployment Post (the capital building for newly colonised planets by machine intelligences)
- Relic world dense ruins now give -25% district capacity instead of -6 district capacity.
- Some more polish for the Resort World
- Nanotech research facilities now have a planet cap of 6.
- Nanotech researcher job swaps now have innate nanite upkeep.
- Nanotech research facilities now only affect engineering jobs.
- The Situation Progress awarded for Evolutionary Predator Empires when they discover alien genetic material in events now increased the situation progress by 5%, 10% and, 20% rather than static values.
- Slavery Updates for non-Slaver Guild empires: Unemployed Slaves intentionally do not demote into Civilians, but remain as Unemployed pops in the Worker stratum. They do not gain additional happiness penalties beyond those they already have due to being enslaved. Unemployed Slaves can now auto-migrate without requiring a Slave Processing or Transit Hub building. Slaves in Domestic Servitude will continue to take Servant jobs instead of becoming unemployed, but will not auto-migrate.
- Increased the thresholds for "Rising Unemployment" events. Unemployed Slaves do not contribute to "Rising Unemployment" events. (They're not upset at not being forced into the mines.)
- Added Coastal Hamlets district specialization for empires that are both Anglers and Agrarian Idyll. These give Angler, Pearl Diver and Trader jobs (50 jobs of each type) and accept both Agriculture and Urban buildings. The starting Aquaculture district specialization is replaced with this if you have Agrarian Idyll.
- Subterranean Urbanization district specialization now grants 75 miner and 75 trader jobs per district (up from 50 of each)
- Aquaculture district specialization now grants 75 angler and 75 pearl diver jobs per district (was 100 anglers)
- Agrarian Villages district specialization now grants 75 farmers and 75 traders jobs per district (up from 50 of each) all cases
- Harmonised triggers for draw weights for farming technologies
- Halved the benefits from mutagenic spas/lubrication basins civics and doubled the penalties.
Bugfix
- Fixed the Controlled Evolution achievement checking you had the pre-BioGenesis genetic ascension. Also made it check that the species that granted the achievement did in fact have genes.
- Fix Slaver Guilds constantly reassigning slaves and never enslaving workers
- Updated the ship role handling of the cosmogenesis biological ships
- Cosmogenesis biological ships can now equip the unique components of the equivalent regular biological ships, excluding growth components.
- Fixes building limit calculation that was causing incorrect removal of buildings.
- Fallen Empire trade buildings should no longer self destruct
- The Corporate Embassy now correctly gives trader jobs for Worker Coop empires
- Fix to building limit logic that was destroying things like the Archaeostudies building.
- Land Appropriation once again kicks pops off their planets and makes them into refugees.
- Strategic resource maximum for invalid countries is now calculated as zero
- Fixed edge cases where shipyards could have ships from the old owner in the construction queue after being taken over
- If you change your civics but not your authority the Ruler Chips modifiers should no longer reset.
- Synapse drones job modifier will use the correct icon in the building effect summary.
- Jobs production modifier fix in nested tooltip for Serviles trait
- Maze Harbingers now use the correct amount of naval capacity
- The hive Sensorium building no longer mentions Evaluators
- The effects of the Galactic Curator civic councilors (both regular and corporate) now apply to Entertainers
- Fixed Integrated Preservation still giving modifiers to Evaluator jobs
- Job swaps that require buildings on a planet now require the building to not be disabled.
- Improved consistency with the tooltips for the Galactic Curator civics
- Virtuality Machine Empires on Ringworlds should no longer get regular engineering or physicists jobs, only gestalt ones.
- Behemoth empires that have become Ever Hungry will no longer get "Nice Guy" event options, such as not being allowed to space Reth Unddol.
- Unrest.4200 will no longer generate descriptions that don't describe the planets.
- Improved dead object database
- Science ships can no longer continue progressing archaeological sites without a leader
- Biomass and Neural Chip Processing and Unprocessing jobs now have unique names so it's easier to tell what's going on.
- Fixed Workforce calculations.
- Fix to Neural Chips in the Synaptic Lathe not functioning properly.
- Planetary Logistic Deficits slider should now correctly apply.
- Erudite trait now correctly applies to Leaders when gained through Adaptive Evolution
- Fixed certain events not correctly creating buildings when initializing planets or otherwise changing AI controlled worlds.
- Fixed unused portraits blocking custom prescripted countries from being considered for spawning
- Fixed Pop group modifiers of Deposits not being handled
- Fixed specimens not filling exhibits when room is made
- Fixed bioships designs with the same name being exploitable
- Fixed GDF alloy cost reduction not working
- The Spare Organs species trait will no longer interfere with Envoy assignment. Death now relieves them from their duties.
- Purging now properly disables regular pop upkeep because we really don't budget for the dead
- Fleet that are fighting are no longer eligible for special project requirements
- Civilians will now be properly used in the Lathe
- Updated Synaptic Reinforcement and Industrial Maintenance edicts to account for 4.0 changes.
- Robots no longer benefit from Cloning Vats
- Fixed the Housing tooltip not correctly showing district modifiers
- Fixed Buildings modifiers not being calculated at game start
- Fixed some duplicated entries of haruspex occurring from spiritualist federations
- Wilderness empires now have a fallback if their capital buildings are deleted during the monthly tick.
- Updated the Chronicle Drones production tooltip to reflect that they no longer produce amenities.
- The Lethal Ecosphere blocker will no longer require a technology to clear, cleaning up the technology view.
- Leviathan Parades should now have the name of the beastie you killed in the title again.
- Fixed a few more cases in which pops that should be bio-trophies weren't be pampered correctly (for example refugees that were insisting that they were being purged)
- Pops resettled to the Synaptic Lathe should no longer retain any belief that they still belong to any social stratum that isn't being part of a computer
- Stasis Wardens no longer scale their own or Civilian workforce into infinity and beyond
- Dramatically increased the weight for Offspring Drones, meaning that your planets are more likely to employ them and avoid the negative modifier.
- Fixed Pirate Events not spawning pirates
- Artisan Drones now have a food upkeep instead of a mineral one if you have a Catalytic Processing Civic.
- Fixed the space time anomaly saying it converted physicists into dimensional researchers.
- Added volatile mote cost and upkeep for alloy reclamation plant.
- Fix commercial pacts saving their last month value incorrectly, leading to them sometimes not giving any trade value
- Removed duplicated entry in clone vats upkeep causing them to cost 45 food per month instead of 30.
- Script profiler no longer collects data for ship logistics if it does not actually do the calculations
- Fix the presapients of Gestalt Genesis Guides not all joining the Conserved Fauna job
- Popgroups will now have portraits other than the default one
- The cap for the number of armies supported by a species is now one per 100 pops instead of one per pop to match the 4.0 pop counts.
- Fixed farming districts on relic worlds that went missing from the open beta.
- The behemoth superweapon now correctly turns ecus into relic worlds.
- Ship Experience Mult modifier now works as expected
- Mindless robots are no longer eligible for social welfare
- Fix commercial pacts saving their last month value incorrectly, leading to them sometimes not giving any trade value
- Removed duplicated entry in clone vats upkeep causing them to cost 45 food per month instead of 30.
- Implemented loc fix for Warform recruitment dialogue uses "reparations" instead of "repairs"
- Fixed formatting issues in several tooltip text: Stalwart Network civic description, message in outliner for starbase upgrade, removed unnecessary quotation mark for research points
- Fixed edge case with has_active_building Alien Zoo Building checks
- Fixed some GalCom modifiers tooltips
- Technocracy Civic now mentions you start the game with an additional Scientist
- Fixed a case that would let people stack behemoth eggs on top of ruined ones
- Luminary Leaders no longer get Backup Clones as they interfered with the Origin
- Growth modifiers from Traits and Strata don't scale on Pop group size squared anymore
- Multiple auto modding traits will now work together.
- Fix ships with a jump drive being able to use bypasses they shouldn't and getting stuck
- Fixed megastructure resource harvesting not always being shown even though it was happening
- Fixed armor for biological ships displaying the regen values for shields in tooltips
- Added a missing 'a' to a seven-year-old localization string.
- Updated Synaptic Reinforcement and Industrial Maintenance edicts to account for 4.0 changes.
- Fixed awoken Fallen Empires not expanding
- The Nothing to See Here Achievement now requires you to have a cloaked military fleet in your enemy's capital, a science ship will not do!
- Fixed titans for biological shipsets sometimes not having ship names.
- Improved AI budgeting of titans for biological shipsets.
- Hard Reset Origin, "Machine of War" event text correctly references the planet.
- Fallen Empire robotic assembly techs now take into account your policy on robots
- Fallen Empire robotic assembly techs now require you to have invented robomodding
- Re-introduced the effect description for the Ministry of Acquisition, Energy, and Extraction
- Getting the Genetic Entertainment event multiple times should now properly only generate 3 options.
- Setting Slaves to Livestock should now force them into their new "job".
- Slaves should be less likely to get stuck in a "repurposing" job.
- Unemployed Slaves should now appear in the Worker stratum as Unemployed Slaves instead of disappearing entirely.
- The tooltip explaining automatic migration has been updated to the way it works in 4.0.
- Fix Contingency not finishing off Planets after destroying starbases
- Fixes triggered planet modifiers not applying properly (like Budding)
- reanimated_ship_fire_rate_mult and space_fauna_ship_fire_rate_mult should be applied the same way as ship_fire_rate_mult
- Fix Happiness modifier from Factions not always being applied
- Fixed Penal Colony giving the non-existent "Warden" job. Instead it gives enforcers per pops.
- Ships gained from the Cultist event ship will no longer be unable to be destroyed.
AI
- The AI should no longer occasionally just decide to stop building anything and wait for the sweet release of death.
- Reduced the AI's love of hydroponic farms and other static job resource production buildings, and commercial nexuses.
- AI is more likely to build Engineering, Physics, or Society Research modifying buildings if they have a specialization focusing on that research branch on the planet.
- AI Shattered Ring empires will now actually clear their blockers to make use of their other habitable segments. They also favor the techs that are prerequisites for their shattered ring blockers.
- AI Shattered Ring empires will wait a bit longer and space out their colonization of the other segments.
- AI now has a better opinion of housing buildings and will not blow them up as often.
- AI (and automatic tech selection in general) now more strongly favors techs that unlock District Specializations.
- Reduced the "stickiness" of trade and urban designations on planets
- The AI now has a greater preference for Cruisers and Battleships.
- Adjusted AI priorities regarding research and trade targets.
- The AI is no longer quite as gung-ho about Defense Privatization.
- AI will no longer spam amenity buildings if it doesn't actually need them.
- AI will no longer mix unity or trade district specializations with research or industrial specializations.
- AI will now re-evaluate planet designations once per year.
- Relaxed some restrictions regarding the AI building "flat job" buildings like Research Labs and Foundries.
- The AI will now only build Research Specialization buildings on planets likely to have those types of researchers, but are more likely to do so than before.
- The AI will only build more than two Strongholds on planets with a Fortress District Specialization.
- AI Void Dwellers will now correctly budget alloys towards building Districts.
- Fixed a bug where the AI would order fleets to follow one another, resulting in no fleet movement at all
- AIs now have distinct advanced and endgame economic plans that focus largely on Research, Naval Capacity, and whatever it is they use to build ships.
- The AI is less enthusiastic about building Storm related buildings.
- Fixed Reanimators and Bio-repurposing custom debris
- Stability and Performance
- Fixed an OOS at reconnect related to the bureaucrat job
- Fixed OOS related to Specimens and Exhibits
- Several OOS Fixes including one Num_Pop_Groups OOS
- Fixed an OOS when a client uses a different language from the host
- Fixed CTD related to specimens
- Fixed another OOS at reconnect
- OOS fix related to bombardment and ground combat
- Potential OOS fix related to Grand Archives
- Fixed undefined behavior in planetary construction (potentially leading to CTDS:s and OOS:s) of Districts and Zones as well as replacing/upgrading/repairing Buildings, Districts and Zones.
- Fixed crash when using the "Alerts.ShowAll" console command.
- Fixes OOS due to ship construction time is calculated to 0 on client but correct on server
- Improved the logic that checks for hidden Cutholoids
- Fixed OOS with ship positions due to combat.
- Fixed biomass growth on_monthly being called for non-wilderness empires
- Refactored parts of the Planet UI to improve performance, this likely has the greatest benefit for lower end machines
- Improved Nascent Stage Logic by roughly 75%. Let your favorite gladiatorial beasts flourish!
- The AI will no longer constantly be starting and canceling Arc Furnaces and Dyson Swarms
- Minor improvement to refugee_effect
- Minor improvement to handling modifiers
- Memory leak fix from faulty pattern.
- Reduced amount of calculations and allocations in ship logistics calculation
- Reduced amount of calculation for handling/building of data used for ship/component target selection in combat.
- Optimized the script side calculations of biomass. Non Wilderness empires will no longer try to tally up their citizens as potential biomass reserves.
- Fixed potential crash when finishing terraforming process
UI
- Update Deposits when a blocker is cleared while Planet view is open
- Centered the army icons to be in the middle on background
- Habitability and Dig site no longer overlap each other in the Planet UI.
- Pop amount in the Current Population does not overlap other elements when it has more than 2 digits anymore in Planet UI.
- Pop Count of Pop Group in the Ressettlement Window does not overlap when it has more than 4 digits.
- New icon for strange wormhole
- Introduced min/max pitch settings for Ship model preview: It will no longer do sharp and unpredictable turns when turning the ship model around.
- Pop Strata with no possible unemployment (like Civilians) hide the Unemployment values in collapsed planet jobs view
- Improved District tooltips:
- Hovering a district now shows the scaled and separated modifiers
- Hovering the build button shows the values for a single district (this is what you'll gain)
- Instead of being essentially omnipresent, the orange briefcase in the outliner now indicates that you have 500 or more Civilians + Unemployed pops on the planet. (100+ Unemployed pops should still override it with the red briefcase.)
- Added alert settings to the settings menu.
- Removed "Filter by Type" from message settings.
- Fixed situation alerts showing the wrong severity based on current stage.
- Abbreviate big faction pop numbers
- Automation Building building asset won't leave its frame anymore
- Fixed the description of entries in the situation log sometimes being empty
- Building Assets are now centered instead of being anchored to the top right corner.
- Improve tooltip for using a bypass when unable to do so
- Fix Armies tooltip missing the actual upkeep and only showing its details
- Fix overlap in Outliner's army entries
- All District Backgrounds assets now share the same height
- Fixed some inconsistent highlighting in tooltips of the topbar
- Large species selection buttons in the species list will not work even when hovering over some other tooltip triggering UI elements inside the button.
- Reduced modifier calculations on ships
Modding
- Add district_limit to buildings
- Console commands now use country index instead of country ID, making them easier to use
- Add displace_pop_amount effect that simply raises on_pop_displaced
- Add research speed and draw chance modifiers for tech types (rare, dangerous, insight, custom)
- Added a new ignore_ftl_inhibitors flag for the country type. Setting this to true, would enable that country type to ignore FTL Inhibitors.
- It is now possible to override the Icon for the dynamically generated modifiers by adding a [modifierName]_icon entry in the localization.
- Added on_queued, on_unqueued, on_built effects for district specializations
- Added a capital_tier parameter for capital building and an associated planet scope trigger.
- Refactored the has_x_capital scripted triggers to account for capital building tiers
- Added ship_reactor_power_add/mult modifiers
- The num_empires trigger now correctly counts the number of empires instead of the number of fallen empires. Whoops.
- should_add_ship_to_debris now uses growth stages instead of designs
- Added overlay_icons for districts which displays sprites overlaid on the district icon.
- Added support overrides for district grid boxes and district backgrounds
- Add <district_type>_max_mult modifiers and rename <district_type>_max to <district_type>_max_add
- Added federation_modifier option to crisis perks.
- Buildings, districts and district specializations don't need triggered descs for job descriptions, they are now automatically generated
- Fixed create leader effects not adding traits in some cases if randomize_traits is true.
- Create leader effects now correctly add pending trait selections if randomize_traits is false.
- Create leader effects no longer ignore levels in the traits list if randomize_traits is false.
- Traits in the create leader effects now support random_negative and random_common.
- No longer check prerequisites for traits in create leader effects (except for random traits).
- Re-added support for "add_trait = <trait>" syntax for leaders.
- Added divide_over_pop_groups support for triggered planet modifiers. So that modifiers can be used that apply for the pops instead of always being divided by the pop groups
4.0.21 (2025-06-17)
Stellaris 4.0.21 Patch
Improvement
- Storm Aftermath events will no longer happen in systems where you are constructing megastructures. Meaning that it will no longer randomly spawn an anomaly under your dyson swarm that was 99% done.
- Save game transfer speed is now increased in multiplayer by default. If you encounter difficulties in transferring saves, the host can change to using the former transfer mode through settings.
Bugfix
- Memorialists now give their priests the ethics modifiers their civic tooltip promises
- Armies that have landed on planets show properly in the outliner
- Reforming the government to Genesis Guides allows building Genesis Arks
- Ringworld districts now correctly spawn on pre-ftl ringworlds
- Fixed ringworlds colonized by gestalt empires having a mysterious city district that shouldn't exist.
- Fixed the leader survived notification text
- Fixed Fear of the Dark random empires being able to get bioships
- The Purity Breach event can no longer destroy colonies
- Fixed an error preventing refugees from behaving properly
- The Fatal Mutations event should no longer destroy colonies
- The Necrophage Purge option will now only be displayed if you can take it, this is to avoid confusion when pops might be getting purged in your empire unintentionally, such as Hive Pops being disconnected from their hive.
- Evolutionary Predator Empires can now once more gain and keep the Psionic Ephase trait
- The Entrepreneur traits once again grant Commercial Pact Efficiency
- Serviles should no longer end up as Specialists or Elites
- Removed an errant plus from some of the mutagenic habitability tooltips
- Fixed the tooltips listing the effects for the Subsume World decision and Xeno-Compatibility AP
- Biologist jobs that aren't zookeepers now have the correct upkeep.
- Fixed an issue that could occur when machine empires colonised ringworlds.
- Fixed an issue where AI empires would respond with generic text when accepting a Status Quo peace deal, instead of dynamic responses.
- Corrected a localization issue where an AI empire accepting peace would incorrectly refer to the player as having "better things to do" instead of themselves.
- Secondary specializations for fortresses and civilian industries on special worlds correctly have doubled jobs.
- Transport ships for eager explorer civics now equip a subspace drive if you haven't researched hyperdrives. They will automatically swap once hyperdrives have been researched.
- Fix a tooltip in the Demographics tab of the Empire view
- Gestalt empires have access to fallen empire trade buildings
Balance
- Necrophage fixes/buffs:
- Pops with the Necrophage trait can now grow (slowly) even if there are pops being Necrophaged on their planet.
- Reduced the Pop Growth Speed penalty on the Necrophage trait from -75% to -50%.
- Necrophages begin with more of their prepatent species (and fewer of their Necrophage species).
- Necrophages (and other empires that have multiple species present) should no longer sometimes start with unemployment.
- The Resettlement Prohibited policy now grants +100% Automatic Migration. (In other words, banning manual resettlement increases automatic resettlement.)
- Empires with biological ships can now access repeatable technologies for explosive weapon damage and fire rate
- Machine Worlds now always have their maximum number of jobs.
- Resource Consolidation now starts with fewer Generator and Mining Districts, due to these districts providing 600 jobs each.
- Resource Consolidation no longer has the Malfunctioning Replicator Bay blocker
UI
- The Colonize planet button can now be accessed on the management tab as well as the surface tab
Modding
- Add refresh_auto_generated_ship_designs effect
4.0.20 (2025-06-13)
Stellaris 4.0.20 Hotfix
- Stability: Fixed a remaining issue with loading savegames crashing or freezing the game.
4.0.2 (2025-05-05)
Stellaris 4.0.2 Hotfix
Stability
- Fixed crash by preventing the deletion of a ship design that was only present in a build queue
4.0.19 (2025-06-12)
Stellaris 4.0.19 Hotfix
- Improvement: Habitats once again can build Archives in their habitation districts
- Stability: Fixed issue with loading savegames crashing or freezing the game.
4.0.18 (2025-06-11)
Stellaris 4.0.18 Hotfix
Balance
- Reverted all fallen empire building limitations from 4.0
Stability
- Two more potential OOS fixes
4.0.17 (2025-06-11)
Stellaris 4.0.17 Patch
Improvement
- The Hive Fallen Empire ships are now available for Biological Ship Empires if you progress down the Cosmogenesis Crisis Path.
- Changes to ecumenopoleis, ring-, nanite-, hive-, and machine worlds:
- District specialisations now visually swap to the appropriate art and district names for easier differentiation.
- Secondary districts now have double the jobs of the primary districts.
- Reverted the most recent changes to fallen empire building limitations. We'll be looking at a better solution for a future patch.
- Further Improved the Behemoth Fury endings
- Added the Voidspawn Myocardius relic awarded to whomever manages to take down the Elder Voidspawn
Starbase Capacity tooltip now shows the number of owned systems contributing to Starbase Capacity.
- Habitation districts on knight's habitats now swap to the Order's Demesne.
- The host now gets a tooltip in Multiplayer on the Start Game button with a list of players that are holding up the game
Balance
- Wilderness Empires no longer have to consolidate 2500 biomass on a planet to build a Grand Archive
- Secondary districts on hive worlds and machine worlds should now support targeted research specialisations
- Wilderness empires now start with a Heartgrove specialisation instead of a Threadway specialisation
- The event A Complete Collection will now only take one pop, avoiding depopulating entire planets.
- AI empires will be more likely to declare a Cosmogenesis empire a crisis as they develop more Infinity Theses
- The Synaptic Lathe will now ask for a refill if it drops below 50 pops instead of letting itself drop all the way to 0.
- The Lathe had a "stable state" hack that stopped the purge below 40(00) pops to prevent it from decolonizing before - this has been removed as it should no longer be necessary. Burn those pops if you want science.
- The Control Fragment now waits 2 decades before getting upset about your borders. Expand away!
- Fallen Empire biological ships now equip the reactors of one size category larger, this also applies to Cosmogenesis biological ships.
- Resource Consolidation origin needs to have the ability to make more machine (or nanite) worlds to unlock the full potential of their machine world (this includes the doubled jobs in the above patch note)
- Updated weights for techs that unlock rural district specializations
- Doubled the resettlement attractiveness of the Trium Atmospheric Deodorizer(tm).
Bugfix
- Fixed Wilderness issues
- It should no longer implode randomly.
- Balanced effects for Innate Design with Wilderness.
- Turned Wilderness enforcers into Immunosymbionts to differentiate them from soldier Tamersymbionts.
- The Wilderness Subterranean Cache building can now be placed in urban and trade district specializations
- Fixed Synaptic Lathe issues
- The Synaptic Lathe now correctly purges pops and produces science. (Special thanks to /u/Little_Elia for investigating. We fixed some of it differently than you did, but your post helped in identifying the issues.)
- Pops will correctly process in or out of Neural Chip state if they are moved to or from the Lathe. (They will not be visible in the Neural Chip job until the monthly tick passes.)
- The Synaptic Lathe purge should once again benefit from things that modify purge speed.
- The Synaptic Lathe will now ask for a refill if it drops below 50 pops instead of letting itself drop all the way to 0. (The Lathe had a "stable state" hack that stopped the purge below 40 pops to prevent it from decolonizing before - this has been removed as it should no longer be necessary. Burn those pops if you want science.)
- Fixed how Synaptic Lathe is being displayed in the sector view.
- Fixed non-slaves being assigned to jobs before slaves.
- Fixed recent issues introduced to the Synthetic Fertility origin by removing the invisible purge that was being applied (result in no factions being formed and no leaders being recruitable)
- Virtuality Civilians are now also properly deleted if they do exist somehow. Non-Virtual Civilians can still exist for Virtual Empires.
- You may no longer scrap 50% of your virtual pops for alloys.
- Fixed issues where free traders could start with too many buildings
- Fixed issues with fallen empires spawned by the Scion origin having incorrect buildings and districts
- The composer of strands should no longer devolve thousands of pops. 400 is plenty.
- The Pioneer Politics Agenda now has an appropriate icon.
- Enabled the Heartgrove district specialisation for Wilderness empires
- Treasure Curators now have an actual building icon as their workplace instead of a deposit icon.
- Fixed a rare scenario where Driven Assimilators couldn't assimilate.
- Prevent marking some jobs (criminals, civilians, unemployed) as favorite that should never be prioritized.
- Space Fauna ship size selector will correctly display ship model preview.
- Space Fauna designer will show the progress bar when creating a new design.
- Purging a Gestalt Pop Group will no longer instantly kill all of them. Extract resources to your hearts content!
- Conquered Starbases will no longer have text appear on the "Return Starbase" button
- When checking if ship designs are identical, we now ignore the order of components within a section.
- Fixed saving a Deep Space Citadel design creating duplicate designs and instantly changing the design of your DSCs.
- Update Districts display if their swapped appearance changes
- Processing and Forced Labor Purge should now correctly give resources when purging lithoids or machines
- Habitats now get their districts even when not colonized yet
- Added tooltips to the Behemoth mutation option icons
- Reset Starting System when changing Origins when needed during the Empire Creation
- Mechromancy Empires purging organics once again generate cyborg zombies.
- Blocked Fallen Empire resource extraction buildings from the 6 government building slots
- Blocked the Surface Quarry building on ringworlds and habitats
- Nanotech Research buildings now give regular research jobs, but swap engineers to nanotech researchers
- Researchers for machine intelligences now use more appropriate icons
- Updated the effect tooltips for the Trium Atmospheric Deodorizer(tm) and Cyberdome.
- Empires with Genesis Guides civics now start with a food stockpile and some food income.
UI
- The "Save As New Design" popup now updates the Save button immediately when you edit the name.
- Fixed ship designer not updating the design name when you change it to the currently saved name.
- Improve Buildings tooltips modifiers handling
- Colony naming will now more often use custom names for the default value (colonizing Mars will propose Mars as the default colony name)
- Fixed some planetary modifier icons that were low resolution
- Fixed some modifiers not appearing in the empire size tooltip.
Performance
- Reduced mil power recalculations done by outliner fleet entry
- Reduced habitability recalculations done by pop growth/decline
- Reduced amount of times planet view tries to update pop group clothing
Stability
- Fixed crash in accepting peace due to deal containing transfer of non existing starbase
- Fixed cross OS issue with randomized ethics in pop assembly leading to NUM_POP_GROUPS OOS (this is a big one)
- Fixed mismatch in synchronized/unsynchronized nemesis handling in the voidworms AI that might lead to OOS when becoming a crisis.
- Six more Out of Sync fixes
Modding
- Adds swap_type and swap_type_weight for districts to District Specializations.
- District Specializations now belong to sets, and Zone Slots can now include or exclude entire zone sets
- Migrated zone slots:zone relationships to zone_sets in place of using inline scripts
- Added can_change_category to pop categories.
- Changed various effects using pop amount/size to allow 0
- Added ship_uses_corvette_reactors and ship_uses_destroyer_reactors scripted triggers
- Added planet_is_habitat_equivalent, planet_is_ecu_equivalent, and planet_is_ring_world_equivalent scripted triggers which are used to determine the job numbers for district specialisations instead of checking the planet classes directly.
- Updated scripted triggers for districts
- Updated scripted triggers for zones
- Updated inline scripts for some research district weights
- Updated events for zone assignment upon a planet becoming a hive, machine or nanite world
- Removed unneeded script for ecus transformations since industrial districts no longer exist
4.0.16 (2025-06-05)
Stellaris 4.0.16 Hotfix
Bugfix
- Wilderness Empires will no longer destroy themselves when spending biomass
- Virtuality will not delete unemployed pops on colonization
4.0.15 (2025-06-04)
Stellaris 4.0.15 Patch
Improvement
- When a species is modified the new version will now automatically be the default
- Updated Job Efficiency modifiers from Purity, Cloning and Mutation traditions to only affect Organic pops (this includes lithoids)
- Technologies that when researched upset Fallen Empires are now marked as dangerous.
- Limiting the pop housing multiplier to never completely remove the housing needs. Added the define MIN_MODIFIER_MULT that allows modders to tweak the minimum value as needed.
- The Synthetic Fertility origin has received a little bit of love. The situation now shows the months until the end of the situation, and the situation progress is now representative of the actual steady progress. At the end of the situation the exact pops amount is now also uploaded, instead of losing the last few.
Balance
- Wilderness Empires that finish the Domination Tradition Tree now have access to the Hegemony Federation Type
- The Psionic Storm is slightly less mystical as it should no longer convert black holes back into real stars, The Great Wound is too mighty for a mere storm.
- You can no longer smuggle out Biomass from Wilderness Empires
- Technologies that grant Fallen Empire buildings now grant +1 to the empire limit of that building. In addition, these technologies are now repeatable. The technologies that unlock the upgraded versions of the Fallen Empire buildings increase the empire limit of the base version, but the upgraded buildings count towards the limit.
- Having the Cosmogenesis Perk that grants access to Fallen Empire Buildings multiplies your empire limit for those buildings by 3.
- Fallen Empire buildings that Fallen Empires start with are generally slightly more powerful than those that can be constructed and do not count towards empire limits.
- Effects that grant access to Fallen Empire buildings, e.g. dumpster diving in minor artifacts, now grant you one level of the relevant technology.
- Gestalt empires can now access Fallen Empire trade buildings
- Rare Fallen Empire technologies are now correctly affected by all modifiers to draw weight of rare technologies.
- The draw chance for Fallen Empire buildings from Enigmatic Engineering has been decreased from 3.75% to 1.5%.
- There is now no limit to the number of times you can research Fallen Empire buildings with Enigmatic Engineering.
- Removed technology requirements for basic City District Specializations. An upgraded capital building is still required for the second Specialization.
Bugfix
- The Awakened Control Fragment will no longer denounce itself in the Galcom when it comes to picking a side in the War in Heaven
- The Wilderness will no longer be taunted by the Strip Mine Planet decision, it is now hidden.
- Refactored Tzynn Tithe to use the new pop system and being much prettier script
- You can no longer raid the poor crisis factions for their pops. They aren't supposed to be real!
- Storm Chasers now properly have no rare crystal upkeep on their Storm Attraction Centers
- Pirates will no longer decide to set up shop in Leviathan controlled systems.
- The pirate event will now check that it has a system it can spawn pirates in before firing. So now if you want to ensure that you don't have pirates you have to build outposts everywhere, which kinda makes sense...
- Updated the Esteemed Quartermaster trait to mention 100 Soldiers
- Promising young officers will no longer show up when piloting civilian craft. Also updated the event to change picture if the officer was on a starbase or a biological ship.
- Deep Space Citadel will no longer display duplicated models in certain situations.
- Added missing descriptions to Space Fauna tab in Fleet Management.
- Added requirement of >=2500 Pops to Megastructure builder tooltip for Grand Archive.
- Fix Grand Archive thinking it's still destroyed after being rebuilt
- Fixed leaders getting the wrong number of trait selections.
- Cloned leaders now copy pending trait selections from the original.
- Fixed Xeno-Compatibility growth calculation using the wrong number of pops.
- Aligned Genetic Memory tooltip with effects
- Fix missing description for the coordinator job
- Corrected job information for Justice Complex and Ziggurat of Justice buildings.
- Fixed the Metallurgical Research Lab, Distributed Design Center, Data-Driven Theorem Facility and Military Academy not providing some bonuses for gestalt empires.
- Fixed Automation buildings not having any upkeep on habitats
- Fix Robot species with negative traits costs sum declining
- Uplifted presapients now correctly enter the Civilian stratum
- The Nanite Interdictor can no longer equip both cruiser and battleship reactors
- Fixed Job Efficiency modifiers for species types not working in some cases
- Fix Synaptic Lathe view not always updating properly
- Colonizing planets will now take damage again from bombardment
- Abandoning and resettling the same colony multiple times will no longer grant you multiple Planetary Root Bundles.
- Vaults of Knowledge now once again tracks your leaders destiny traits, and will no longer reset if you lose your capital.
- Regular colonies will be destroyed if all the pop groups are already dead. Previously a 0 sized sapient pop group would have prevented the destruction of the colony and some other events (like an ongoing colonization) could have introduced some new pops into the planet - leading to a colony that just would not die.
- Idle gestalt drones now demote much faster.
- Colony Auto-Designation no longer thinks that job producing buildings like Temples are 100x as awesome as it should consider them.
- Adopting Genesis Guides mid game will no longer prevent you from colonizing planets until you research any new ship tech.
- Ecclesiastical Center colony designation now has proper tooltip
- Gestalt Lost Colony Empires will no longer be trying to create buildings they can't use.
- The planet view's portrait is now correctly displayed after changing planet class
- Common Ground federation allies now start with Planetary Administration building.
AI
- Significant adjustments to AI priorities.
- The AI can now sell Energy for Trade.
- The AI is more willing to build Districts, and double down on District Specializations. (Or similar Specializations, like Physics and General Research might go together.)
- The AI will no longer feel content with itself if it has 10000 Pops.
- Job Output modifiers for AIs on Captain difficulty and higher have been changed to Workforce bonuses. Their jobs will now consume more resources than before, but the difficulty bonus now affects all outputs of their jobs, not just resources.
- AI (and Planetary Automation) will now prefer to build inside District Specializations than in free building slots.
UI
- Add tooltips to Focus Card rewards
- Fix an empty cost string in the Change Focus confirm popup
- Add a pulsing glow to the district pip about to be built when hovering the build district button
Stability
- Fixed an OOS where a research agreement would go through on the client but not on the host, leading to random desync
- Fixed another OOS at reconnect due to espionage modifiers from the Active Reconnaissance fleet order
Modding
- Changed leader add_trait to have "trait", "consume_selection" and "show_message" parameters; removed add_trait_no_notify.
- Fixed traits override for clone_leader.
- Added more info about traits to create_leader and clone_leader documentation.
- Most Pop effects that use amounts can now have a randomized range
- add_building will no longer add districts that can't be built.
- Add country modifiers to District Specialization types
- District Specializations can now be limited per planet and/or empire, like buildings
- We now have an add_variable effect to complement the subtract_variable effect
- Add ai_priority field to District Specializations so AI and Planet Automation know better where to build structures
4.0.13 (2025-05-22)
Stellaris 4.0.13 Patch
Improvements
- Behemoth Fury is now available to Wilderness Empires.
- Improved tooltips for the following civics:
- Functional Architecture/Constructobot
- Environmentalist
- Astro-mining Drones
- Maintenance Protocols
- Ascensionists
- Augmentation Bazaars
- Brand Loyalty
- Death Cults
- Dimensional Worship
Balance
- Mutagenic Habitability now counts all planet types as ideal for upgrading Gaiaseeders
- Dramatically increased the draw chance for the Mineral Purification, Global Energy Management and Food Processing technologies
- Rebalanced the Pleasure Seeker civics to transform Civilians into Hedonists
- Logistic Drones are now Complex Drones not Menial Drones
Bugfix
- Fixed invaded pre-ftls not becoming biotrophies
- People once more die when they are put in the Lathe
- Bio-Swarmer missiles can now be used by all biological ships with medium weapon slots (including defensive platforms)
- Pops that are being pampered will now be forcibly switched to the correct living standard
- Replacing a district specialisation no longer destroys CyberCreed buildings that should be kept
- Corrected a tooltip bug where a planet would display itself as a possible migration target.
- Fixed capitalisation for resources in trade policies
- Updated assorted modifiers that still referred to Clerks
- A Trade deficit now causes Job Efficiency and Empire Size issues
- Fixed the tooltip for the Polymelic trait
- Armies now protect 200 pops from raiding, not 2
- Blocked the Federation Code technology for some empires, for example homicidals. To draw the tech, the empire is also required to be in contact with someone they can form a federation with.
- Blocked the Development focus task Form a Federation for some empires, for example homicidals
- Added swaps for some empires, for example homicidals, for the Development focus rewards Federation Code, Xeno Diplomacy, and Xeno Relations
- Updated the Colony view tab mentioned in the hint of the focus task Enact a Planetary Decision to say Management
- CyberCreed pops with Ritualistic Implants can now colonise planets
- Fixed Recycled and Luxurious traits not applying to Roboticists
- Catalytic Processing Civic now lists correct information regarding job swap
- Cost for repairing orbital rings when you use bioships is now correctly calculated
- Gale Speed trait gained from Defeat no longer causes errors
- Fixed scope for LeaderShipSurvivalReason
- Fixed scope bug for ruler in leader_election_weight
- Fixed Worker Coop gaining Elite strata jobs in too many places and tidied up the civic tooltip
- Updated tooltip for Warrior Culture civic
- Added a pre-list colon to the Feudal Society civic's tooltip
- The everychanging stone can no longer cause artisans to have negative mineral upkeep
- Gave the Neural Chorus advanced authority the pop growth speed modifier that had accidentally been assigned to Memory Aggregator
- The Planetary Supercomputer no longer has an empire cap of 1
- The Research Institute/Planetary Supercomputer no longer give scientist capacity
- Added dashes to Traits tooltips and list items
- Fixed trigger logic for criminal syndicates and federations
- Fixed Offspring Bioships not being visible in game
- Fixed Offspring Bioships not being labelled as non-offspring ships in the ship designer
- The Machine Uprising will no longer spawn 100 machine pops for every 1 missing housing. However the pop-rework seems to have handled 6 million machine pops okay.
- Stopped removing occupation armies for bombarded and invaded planets on savegame load
- Repairing ruined buildings in zones is now always possible.
Performance
- Flattened pop job modifier node into planet one
- Made clearing modifiers a fire and forget job
Stability
- Fixed a possible OOS when a player leaves the game.
- Fix CTD when generating a Cosmic Storm mesh.
- Fixed a random freeze when loading save with stations containing multiple defence platforms.
4.0.12 (2025-05-21)
Stellaris 4.0.12 Patch
Bugfix
- Clone Vats should once again have the correct planet limits.
4.0.1 (2025-05-05)
Stellaris BioGenesis and 4.0 “Phoenix” Release Notes
BioGenesis Features
-
Overhauled Genetic Ascension
- Choose from three Ascension paths: Cloning, Purity, or Mutation
- Evolve your empire's government into one of 18 enhanced authorities
- Customize your genetic ascension by blending Purity, Cloning, and Mutation traditions
-
Biological Ships
- Command living fleets that evolve alongside your empire
- Replaces the classic Corvettes, Frigates, Destroyers, Carriers, and Battleships with Maulers, Weavers, Harbingers, and Stingers
- Customize these ships for specialized roles, from close range brawlers to support vessels, each capable of empowering allies and weakening foes
- Two new biological shipsets, Spinovore and Shellcraft
-
Player Crisis Path - Behemoth Fury
- Let them fight! Breed an unstoppable biological monster and unleash it on an unsuspecting galaxy.
-
Three New Origins
- Evolutionary Predators: Push the boundaries of Species Traits by unlocking and combining unique phenotype abilities to craft the ultimate adaptive empire.
- Starlit Citadel: Solve the mystery of your empire’s biological attackers while boosting hyperlane choke-point strategies with early access to the Deep Space Citadel megastructure.
- Wilderness: Begin as a sapient planetary ecosystem, a living gestalt of countless lifeforms united in harmony, seeking to spread its consciousness to the stars.
-
Hive Fallen Empire
- Encounter a new Fallen Empire, a fractured hive mind struggling to awake between its three splintered personalities.
- Fielding mighty Dark Matter Biological Ships, see if you can research some debris before one of the fragments awakens, absorbing the others.
-
Eight New Civics
- Genetic Identification
- Crowdsourcing
- Civil Education
- Stalwart Network
- Familiar Face
- Aerospace Adaptation
- Shared Genetics
- Bodysnatchers
-
Deep Space Citadel Megastructure
- A versatile new defensive station capable of holding off powerful enemy fleets at any system.
-
12 new Species Portraits
- Evolving and changing with levels and leader roles
-
Phenotype Species Traits
- 16 new traits based on the abilities of the species
-
Disconnected Drone Policies
- Maintain Hive-Mind drones in your regular, individualist empires
-
Spinovore and Shellcraft City Set and Diplomatic Room
-
Wilderness-themed City Set, Diplomatic Room, and Advisor Voice
-
New Music
-
65 new planet and terraforming events
-
Hive Mind authority and most civics are now unlocked by BioGenesis in addition to Utopia
4.0 ‘Phoenix’ Features
-
Planet Economy rework
- Planets produce and consume resources through Jobs.
- Districts provide Jobs based on their development.
- District Specializations dictate what Job types are provided by Districts and what buildings may be built.
- Buildings typically modify the output of the Jobs.
- The Ruler Stratum has been renamed the Elite Stratum, to better differentiate them from the actual Empire Ruler
-
Pop Groups & Workforce
- Pops are now grouped together based on Species, Strata, Ethics, and Faction.
- Pop numbers have been increased by a factor of 100, allowing more granular manipulation of Pops by various systems.
- Pops produce Workforce that fills up Jobs.
- A Civilian stratum has been added to represent the masses that do not generally contribute to the empire’s military economy.
-
Pop growth reworked
- All Pop Groups on a planet have simultaneous growth every month following the existing Logistic Growth formulas.
- Underrepresented pops are no longer given population growth bonuses.
- Fractional growth is not retained from month to month - if a Pop Group would have fractional growth, it has a chance to gain 1 pop that month based on that fraction.
- All migration is now handled through the auto-migration system rather than push and pull that previously affected pop growth.
- The minimum growth for small colonies has been removed. Early colonization will be reliant on migration from the empire capital.
- Migration pacts now apply to auto-migration.
-
Empire Focuses and Timelines
- The Empire Timeline keeps track of important milestones of a playthrough, available in a tab in the Situation log view.
- Empire Focus Tasks introduces short and medium-term goals for players to strive for, and offers an alternative way of unlocking key technologies.
- Empires can choose between Conquest, Exploration, and Development as their primary Empire Focus, affecting what type of tasks are drawn.
- Completing Tasks provides progress towards Guaranteed Technology unlocks that are considered critical for that playstyle.
- Task completion is retroactive and will award progress if drawn.
- Tasks may be discarded for a small cost in Unity.
-
Trade revamped into a standard resource
- Trade is now used as the Market currency.
- The Trade Routes system has been removed.
- Trade Production and Policies are now available to Gestalt’s through Logistics Drones
- Traditions, buildings and districts that previously affected maintenance drones now affect logistics drones
- Ships now have logistical upkeep paid by Trade
- Based on whether they are docked (free), friendly space (reduced), neutral space (normal), or hostile space (expensive).
- Larger ships have higher upkeep.
- Juggernauts do not have logistical upkeep, and reduce the logistical upkeep costs for ships in their system by 75%.
- Planets now have logistical upkeep paid by Trade based on their local resource deficits.
- Local deficit costs vary based on the base market value of the resources.
- Trade Policies can set how much of your Net trade after logistics upkeep is converted into other resources.
- Added galaxy setup sliders for Fleet Upkeep Logistics Costs and Planetary Deficit Logistics Costs.
-
Branch Office Refresh
- All Branch office buildings have been reworked to provide more interesting jobs to their host planet, increase local trade value, and their output now scales with branch office value.
- Branch office buildings are now all planet unique. The amount of building slots remains unchanged.
- Branch offices can now be opened on other corporate empires.
- All buildings now have an influence cost, doubled when building on another corporate empire.
- Most Corporate Civics now buff a specific branch office building, increasing its trade value bonuses and adding jobs to their capital planet.
- Added new branch office buildings: the Industrial Subsidiary and the Private Security Company.
- Criminal Syndicates can now establish commercial pacts, replacing their criminal buildings with the regular version. Regular buildings still provide a crime floor to the host planet if they are owned by a criminal empire.
-
Databank Game Library
- The main help button now displays the Databank where you can explore brief articles on many in-game concepts.
- With this effort, many aspects of the game’s UI have been filled with concepts, helping new players understand core mechanics.
- Clicking an underlined link in the UI of a concept that’s in the Databank opens that article and filters other related articles.
- The full external wiki is still accessible from a button in the Databank. Clicking it on the Databank start page opens the wiki start page. If a Databank article is selected, that article is opened in the wiki.
-
10 new Mammalian Portraits added to the base game
-
The Hard Reset Origin added to Synthetic Dawn
- Play as soldier Cyborgs, recently disconnected from your Driven Assimilator Overlord
Improvements
- Colonization flow has been improved.
- You can now pre-select a colony designation and turn on planet automation before colonizing a planet, which will apply when the planet has finished colonizing.
- Colonization now completes when 100 colonists have grown or migrated to the new planet.
- Significant improvements have been made to the Species UI.
- One template per species can be set as the default template for that species, and other subspecies can be set to integrate over time into that default template.
- The trait selection UI when creating a new template has been improved.
- The special project window pops up and can be started immediately after creating a new template if desired. It is no longer absolutely necessary as you can use integration to slowly convert your existing pops.
- The Habitable Worlds slider in game setup now has a 'Rare' setting. There will still be a handful of habitable worlds in the galaxy, mostly from special events and guaranteed habitable worlds. Normalized initializer spawn odds to use a handful of scripted variables.
- Added galaxy precursor selection to game setup.
- As it no longer creates hybrids and thus no longer contributes to the inevitable decay of society (and framerate), removed the Xeno-compatibility toggle from Galaxy Settings.
- Added the Solarpunk City Set for all owners of the First Contact DLC
- Added the "Venerable Scientist" (Mandarin Language) Voice Advisor
- Added a Galaxy Settings slider for Cosmic Storm Devastation Intensity
- Added sliders for Fleet Upkeep Logistics Costs and Planetary Deficit Logistics Costs.
- Leader Adjustments:
- As part of our game pacing and interruption reduction pass, leaders now gain trait selection moments on even levels rather than every level.
- The Under One Rule Luminary still gains leader traits every level.
- Leader positions now have a significantly greater effect on what traits will appear when they level up and gain a new skill.
- Increased the base number of leader traits to pick from on level up by 1. This is intended to reduce the chance of getting exclusively poor trait options without devaluing other sources of leader trait picks too much.
- Added an "Auto Select Leader Traits by Default" option to game settings, which defaults to Off. On game start or if you switch to an empire, it will toggle the setting on the Leaders tab to your selection. In Coop empires, this override only applies when the primary player of the country joins it. Changing the setting mid-game will not have any effect unless you switch countries.
- Leader positions now have a significantly greater effect on what traits will appear when they level up and gain a new skill.
- Adjective leader trait names reverted, for example Inquisitor to Inquisitive
- Significant improvements have been made to Message and Notification settings, providing you much more control over how you receive them.
- Updated the default message settings
- Revised strategic resource messages and added toast notifications
- Changed trader events into notifications with unique icons. Added sound effect.
- Anomaly discoveries now appear in a toast rather than popping up in the center of the screen.
- Patron Newsletter event was changed into a notification
- Terraforming Candidate Discovered Event is now a notification
- Order Restored event is now a notification
- Governing Ethic Shift event has been turned into a toast
- Faction Formed Events now appear as toasts following the first event
- Added additional event options to Corrupt Administration event and turned it into a notification
- Changed Inter-Dimensional trade increases event into a notification
- Changed Storm Spotted alert sound to something less intrusive
- Early Game Event Adjustments:
- Added unique event options and rewards based on ethics when settling your First Colony
- Added unique event options and localization for New Life Discovered events
- Reduced the frequency of the Rise of the Manifesti event chain
- Added missing reward to fanatic materialist for Comet Sighted event
- The Betrayal event has been revamped to include multiple options
- Adjusted mass extinction event chain localization and picture
- The Radical Cult event can now be forgiven and not chased around the galaxy
- Buffed the cultist battleship to make it a more worthy reward
- Reduced spammy First Contact events
- Ironman mode is no longer required to earn most Stellaris achievements. An unmodified game checksum remains a requirement, and the use of any debug commands blocks them.
- The "Victorious" achievement has been changed to "Win the game through any victory condition in Ironman mode."
- Open Beta Note: Pop related achievements have not yet been updated.
- Transport ships can now use cloaking
- Improved readability for event Covenant Formed
- The low habitability popup now clearly highlights the negative effects
- Several changes to the starbase UI to improve game flow and overall interaction
- Reworked Starbase window to harmonize naming and tooltips
- The Targeted Gene Expressions technology now allows you to remove species traits that Vocational Genomics can auto-mod into
- Assimilation and Subspecies Integration now happens monthly instead of annually.
- The number of pops assimilated each month is increased by modifiers that increase pops auto-modded per month
- The Overtuned origin now benefits from the +2 trait points from the Gene Tailoring tech in empire creation
- The Gorthikan Alliance now has the Gene Mentorship and Fleeting Excellence traits instead of Artificial Intelligence
- Renamed the Frozen climate to Cold to prevent confusion with Frozen worlds
- Added more potential random empire names to Hive Minds
- Reordered origins so that newer origins are shown first
- You can now surrender to the "Domination" wargoal of the Awakened Fallen Empires and immediately become a subject.
- Added the two new Society technologies Federation Code and Existential Campaigns
- Added the Celestial Orrery system
- You are 4x as attractive as you were before.
Balance
- Replaced all sources of organic pop assembly with new bonus pop growth modifier, increasing planetary growth instead of a single species
- Fallen Empire and Cosmogenesis Escort ships now have the same evasion value of 50
- Changed Curator Insight cost to scale with empire size
- Ascension Perks:
- Eternal Vigilance: Unlocks a new decision letting you automatically build defense platforms across all your starbasescan. Also it can be acquired early if you complete the Unyielding Tradition Tree.
- Archaeoengineers: Increased the reduction in minor artifacts cost for ship components from 10 to 20%
- Colossus Project: Now also gives -15% war exhaustion gain and -5% country ship upkeep
- Interstellar Dominion: Now also gives -50% empire size from systems
- Transcendant Learning: Now also reduces leader upkeep by 15%
- One Vision (nerf): Removed the -10% pop amenities usage
- Shared Destiny: Now also gives -20% Subject Specialist Conversion Time
- Enigmatic Engineering: Now has a very very low chance to let you roll Fallen Empire building technologies.
- Executive Vigor: Now also gives +15% council agenda speed
- Juggernauts now have 6 shipyards, up from 2
- Adjusted Anomaly spawn rates to improve the pacing of the early game.
- Both Guardian and Fallen Empire techs have had their base cost increased from 50K to 60K and 70K respectively
- Added more variance to whether or not prescripted systems will or will not appear in a given game. (They won't all appear in every single game anymore.)
- Priests from the Imperial Cult Civic now also scale from effective leader, effective councilor and effective ruler level modifiers
- Upgrading the Payback warship now uses starbase tech instead of ship tech
- The Orbital Speed Demon traits (Bioadaptability, Limited Regeneration and Social Pheromones) have been buffed.
- Bioadaptability now gives +30% Habitability Floor, -5% Amenities Usage and +5% Logistic Growth Speed instead of +5% Habitability.
- Limited Regeneration now gives +15% Army Damage, +10% Leader Lifespan, -5% Amenities Usage and +5% Logistic Growth Speed instead of +10% Army Damage and +10 Years Leader Lifespan
- Social Pheromones now gives -15% Housing Usage, -10% Amenities Usage and +5% Logistic Growth Speed
- Roughly halved the cost to modify species
- Rebalanced Species traits from Genetic Ascension
- Delicious/Felsic - now improve the job efficiency of Livestock jobs
- Natural Machinist - improves job efficiency of metallurgist and artisan jobs by +25%
- Nerve Stapled - now improves job efficiency by 15% and reduces empire size from pops by 15%
- Vat-Grown - now improves Bonus Pop Growth +33% and reduces required housing and amenities by 10%
- Erudite - now gives +30% job efficiency to Researcher jobs, -1 maximum leader negative traits and -10% leader upkeep
- Fertile - now gives +30% Pop Logistic Growth Speed, -10% housing usage and +10% happiness
- Robust - now gives +30% Habitability, +5% job efficiency and +50 years leader lifespan
- Tweaked the balance of the Leviathan traits:
- Drake-Scaled - now gives +100% army health and 0.5 alloys per 100 pops
- Polymelic - now gives +0.10 bonus pop growth per 100 pops
- Voidling - now gives +80% minimum habitability and replaces food or mineral upkeep with energy
- Increased the output of the Dyson Sphere VI from 500 unity to 750
- Replaced all modifiers that gave extra pops upon colonization with appropriate effects
- The Cloning technology now unlocks Clone Vats
- Knights of the Toxic God:
- The habitat now starts with 800 Pops, with a corresponding number of pops removed from the homeworld
- The Order’s Demesne district has been converted into a District Specialisation
- Buildings that gave Soldier jobs now give Knight jobs on the Knight Habitat
- Squires are now an uncapped job and replace Civilians on the Knight Habitat
- Squires now increase the job efficiency of Knights
- Various knight quest rewards now also increase the number of knights from the Order’s Keep
- Restrictions on combinations of civics and origins have been relaxed.
- Updated deficit situations to modify job efficiency instead of raw resource output of jobs
- Max Buildings Slots from technologies have been replaced with appropriate modifiers and rewards
- The Zroni Storm Caster now nullifies armors instead of shields, and makes shields 50% more effective.
- Habitability now affects job efficiency not resources from jobs
- Pops will now automatically migrate to planets with 20% habitability or higher instead of 40% or higher.
- Nerve Stapled now reduces empire size from pops
- Mercenary Adjustments:
- Investing in a Mercenary enclave costs food instead of energy if you or they use biological ships.
- Mercenary enclaves no longer reward you with free ships
- The jackpot payout from Mercenary enclaves now gives more research points.
- Mercenary Enclaves now have higher base resource income
- Fallen empire reinforcement fleets can now sometimes spawn titans or titan-equivalents
- Overtuned now only requires 1 Ascension Perk before it can pick Biomorphosis (Previously Engineered Evolution)
- Tweaked the minor artifact rewards from dig to make them more significant.
- Tiyanki energy siphons now grant a small amount of shields that are regenerated when they attack.
- The Deep Sea Diver job is now a worker strata job
- The draw weights for sensor technologies are now also increased by Subterfuge traditions and the presence of nebulae
- Once the War in Heaven is over the League of Non-Aligned Powers will find it a lot harder to stay together, as their common goal is gone.
- Arcane Deciphering can now reward all the non-unique Fallen Empire buildings.
- Removed the Transgenesis technologies, instead their effects can be directly access via the Genetic Tradition Tree Finisher
- Harvesting the DNA of Leviathans no longer requires the Gene Tailoring technology
- The Salvager can now sell Frigates and can now sell regular ships of the technology level of any of the their contacts instead of the technology level of the purchaser
- The Grand Herald dig site is now more common and can now use titan models for all non-biological shipsets that have been added since the release of Federations
AI
- Fixed Prethoryn Scourge incorrectly calculating target priority for non-edible pops.
- Imported some AI weights for starbases from the modding community - Credit to SirBlackAxe
- The AI will now attempt to use the Extort Favors espionage operation on empires at the top of the GalCom
- AIs will now consider their closeness to the Awakened Empires when deciding if they should join in the War in Heaven
UI/UX
- The system fleet icon tooltip now shows the total of the fleets' military power in the system
- Anomaly discoveries now appear in a toast rather than popping up in the center of the screen.
- Added an Assign Leader button to the leaders screen that lists available positions.
- Fixed it not being possible to build starbases in systems with non-central stars from the galaxy view (when a construction ship is selected).
- Added a message setting button in event popup windows.
- Hid details that aren't relevant for all species in the galaxy when the Galaxy tab is selected in the Species view.
- Updated the message settings screen to give more space for the message list.
- Changed auto-unpause on the message settings screen from a spinner to a checkbox.
- Adjusted centering of text and icons in toast windows. If a toast with custom description has no icon associated with the custom description, the description will now fill the entire lower section of the toast.
- Adjusted research top bar dropdown to look more balanced, using the same settings as the strategic resource dropdown.
- Clicking the toast/alert for unlocked empire focus progression reward will now open the relevant progression reward panel.
- Renamed the Leader Pool "Recruitable Leaders" in both the UI and events
- Renamed the Planet Summary tab to Surface
- Renamed the Population tab to Economy
- Renamed Government tab to Overview in outliner
- The low habitability popup now clearly highlights the negative effects
- Several changes to the starbase UI to improve game flow and overall interaction
Bugfixes
- Clone Soldier Ascendants can now cyberize
- Cleaned up the end-game crisis triggers. The Unbidden will no longer be the only ones to show up early to the party.
- Research income can no longer be negative
- You can directly terraform from Toxic World to Hive World if you have both ascension perks.
- Fixed the issue of fleets failing to retreat from lost combat if the last ship failed to disengage.
- Human Pre-FTL societies now obey the Pre-FTL Civilizations game settings slider.
- Fixed a script error that was causing far more habitable planets to spawn in the galaxy than expected. Feel free to increase the Habitable Worlds slider if you prefer the old behavior.
- Fixed inconsistent capitalisation causing issues with pre-ftl pop generation
- Cleaned up the end-game crisis triggers. The Unbidden will no longer be the only ones to show up early to the party.
- Fix triggers to properly give Fissile Cores, the unique mutation for crystalline entities
- Treasure Hunters AIs now correctly go through the dialog events
- Fix Black Needle country spawning starbases
- Fixed too many AI empires being generated in coop games.
- Fixed the tooltip for obtaining the Mirror of Knowledge from the Infinity Machine not mentioning the 200 influence it also gives you
- Amenities icon fixed for Drone Storage and Hive Warren
- Checks if planet owner is primitive before applying sector or system bonuses
- Set the nanotech ascension path interdictors to use different ship models from the swarmers
- Spitter Gun mutations have armor penetration
- Missiles mutations have numerals corresponding to tier in icons
- Nanite Infused Barb mutation requires nanites to build
- Ancient Driller Beasts mutations uses 88 as its M size cost
- Neutron Throwers mutation damage buff
- Blocked anomalies from spawning on the neutron star for Slingshot to the Stars' quantum catapult
- Handled dyson sphere flags on dismantling swarm while upgrading
- Fixed a broken tooltip inside of the "Extended Shifts" edict.
- Clone Soldier Ascendants can now cyberize
- Completing Inhibit Self-Deterministic AIs removes it from the situation log
- Fix the possibility to build multiple Grand Archives at the same time
- Only display relevant modifiers for Space Fauna ships in tooltips
- Reanimated space fauna ships cannot upgrade no matter what
- Black Needle fleet now correctly spawns to defend their base from bombardment
- Destroy Gravity Snare when there's no valid target anymore
- Broken Shackles check added for relevant Galcom events
- Strip Mine Decision is no longer available on artificial planets
- Inspired Rhetoric will no longer display a placeholder icon
- Fixed situations start value being added multiple times.
- Special system initializers now respect the habitable worlds slider in game setup (to a degree).
- Planetary part of ringworlds no longer take on empire color
- First Contact was changed into a toast
- Added missing pre sapient loc string
- The dismantle button has regained its missing loc string
- Resolved scope error caused by toast target scope being set to root
- Advanced start empires can no longer have mining stations over resources they do not have tech for
- Fixed the Titans technology not listing the weapons it unlocks
- Fixed Champions of the Empire not applying to heirs
- Fixed the policy and government reform cooldowns being reset by advanced democratic authorities
- Clarified that Imperial Heirs don't have any upkeep
- Ship Designs now remember their graphic culture, so that when you edit a ship design from another culture you get their design, not yours (applies for Federations and the GDF)
- Fixed the Disruption Field starbase building being prevented from being built by a Comms Jammer
- Human Pre-FTL societies now obey the Pre-FTL Civilizations game settings slider.
- Assorted species traits that affect leaders and/or research are now mutually exclusive with the Serviles trait
- Ship tooltips will now display the weapon type modifiers affecting them (such as explosive_Weapon_damage_mult)
- The Polaris System should no longer spawn near your borders.
- Planetary part of ringworlds no longer take on empire color
- Relic Worlds no longer trigger true using the is_dry scripted trigger
- Exploration Protocol secondary species empires spawning with the Void Dweller Origin now properly get their secondary species.
- Reanimated space fauna ships cannot upgrade no matter what, they are dead Jim
- Salvaging ships now works more intelligently, for example Cosmogenesis empires that salvage fallen empire ships will gain Cosmogenesis ships instead of regular ships.
- The space fauna large giga bombard now has the correct range
- Gravity Snare now disappear when there's no valid target anymore
- Set the nanotech ascension path interdictors to use different ship models from the swarmers
- Only one planet colonization view can be opened at a time.
- If a starbase with strike crafts is disabled, it will now correctly destroy the strike crafts that it had rather than leaving them to fly around aimlessly
- Fixed the aquatic dragon ignoring machine ascension paths
- Fixed a hostile empire telling you that you'll need to be put down by yourselves
- Blocked anomalies from spawning on the neutron star for Slingshot to the Stars' quantum catapult
- Removing an ineligible ruler trait during character creation will now update the design eligibility right away.
- Adaptive Ecology will no longer increase the maximum allowed districts for artificial planets.
- Updated all planetscaper civics to use founder_species_growth_mult
- Fixed the tooltip for obtaining the Mirror of Knowledge from the Infinity Machine not mentioning the 200 influence it also gives you
- Treasure Hunters AIs now correctly go through the dialog events
- Broken Shackles events now react to more Galcom events
- Fix triggers to properly give Fissile Cores, the unique mutation for crystalline entities
- Negative effects added to the Magnetic Disruption planet modifier
- Blocked the integrate_country_effect from inheriting gestalt nodes.
- Fixed the Starbase upkeep modifier not applying to starbases and only applying to their buildings and modules
- Fixed the issue of fleets failing to retreat from lost combat if the last ship failed to disengage.
- Spitter Gun mutations have armor penetration
- Missiles mutations have numerals corresponding to tier in icons
- Nanite Infused Barb mutation requires nanites to build
- Ancient Driller Beasts mutations uses 88 as its M size cost
- Increased Neutron Throwers mutation damage
- Sector Modifiers will no longer be applied to pre-FTL worlds
- Inspired Rhetoric will no longer display a placeholder icon
- Fixed some archaeo weapons having incorrect cooldowns
- Fixed the icons for biological & space fauna versions of disruptors, plasma weapons, arc emitters and energy lances not having the correct color
- Fixed Orbital Debris event from spawning in a system without ruined megastructure
- Lithoid resource traits no longer block cybernetic leviathan traits
- The Ancient Mining Drone Expansion fleet debris can no longer give you the technology for zero point reactors
- Added tooltip to Cutholoid Hunter and Voidworm Hunter modifier
- Reanimated Cutholoids and Voidworms ship size name are now consistent with other reanimated Space Fauna
Modding
- The actual script file and line are now printed when there are errors logged in scripted triggers and scripted effects, in addition to the previously available information.
- Added job game text functionality to hook up with scripted job swaps. You can do job_key.XXX, Planet.job_key.XXX or Country.job_key.XXX, where XXX is GetName/GetNamePlural/GetIcon. (So e.g. "My miner name: [miner.GetName]")
- City Sets no longer require Ships Sets to be defined, see Wilderness or Solarpunk as an example
- Pop Groups:
- Added
create_pop_group effect, use this instead of create_pop
- kill_pop has been replaced with kill_pop_group. For ease of use kill_single_pop and kill_all_pop scripted effects have been made.
- Add
transfer_pop_amount effect that transfers pops from a pop group to another
- This is an incredibly flexible effect so in addition we have replaced all instances of resettle_pop (code) with resettle_pop_group (script effect).
- Replaced all instances of pop_change_ethic (code) with pop_group_transfer_ethic (script effect)
- The trigger num_pops is replaced by pop_amount since there are now 100 times more pops
- Moved resource upkeep and production for pops from species archetype and traits to the resource tables for archetypes and traits, instead of them being part of the pop categories
- Jobs, Districts, Buildings, and Specializations
- Added tags to jobs, allowing us to easily group them for use in triggers num_pops_with_job_tag and num_country_pops_with_job_tag.
- Districts now support a list of specialization slots defined in zone_slots = { }, these slots define which specializations are valid in this district.
- If start = <specialization_name> is defined for a zone_slot, the specialization slot will automatically include this specialization.
- Zone Slots have include = { } and exclude = { } lists, typically held in inline_scripts which define which specializations are valid in the zone slots
- District specializations are built in zone slots inside districts and have building slots, defined by max_buildings = int
- Valid buildings for district specializations are defined by using any of the included_building_sets, excluded_building_sets, include, and exclude lists. Note that exclusion takes precedence over inclusion.
- Buildings must now belong to at least one building set.
- District specializations also support district_planet_modifier and triggered_district_planet_modifier which are planet scope modifiers that are automatically scaled with the number of districts on the planet of the same type that the district specialization is in.
- When a resource is spent to build a building or enact a decision, it is stored locally and can be accessed in script such as “on_queued” and “on_unqueued”, see Wilderness buildings for an example
- Biological Ships:
- Added a new scope "ship growth stage" or "growth stage" for short. Used for the sub-designs of stages that grow. Ship Designs contain everything that is true for all designs, while Growth Stages contain everything that's related to a specific Ship Size. Triggers have been updated.
- Added the "add_evolution_progress" console command, that adds evolution progress to all bioships in a fleet.
- You can now specify "growth_stage" in the "create_ship" effect to set the growth stage to use at creation (starts at 1)
- Added bioship_can_grow trigger to evaluate if a bioship has the potential to get growth progress
- Added target_focus parameter to ships and components to control if it focuses fire or spreads it among targets
- Added on_hit effect for weapon component templates
- Added repair_shield_percentage, repair_amount, repair_armor_amount, repair_shield_amount effects
- Added the has_armor_percentage and has_shield_percentage triggers
- Message Scripting:
- There is now an event_message_type in events that lets you override the default message type EVENT_MESSAGE_TYPE. This can e.g. provide separate message settings.
- create_message target supports faction scope (clicking the message will open the factions view with that faction selected if it is listed).
- create_message target supports federation scope (clicking the message will open the federation view if the player is in a federation).
- Message notification background is now separated from the message type icon.
- Species Trait Tags:
- Species traits now support tags, similar to ship weapons. These are primarily used for the new triggers listed below as well as the new add_random_species_trait in the modify_species effect.
- To see how this is used check the “add_random_trait_evopred” effect in the biogenesis_effect.txt file.
- Added new field localized_tags to species traits used to show the corresponding categories in the trait tooltip
- You can now add one or more
portrait_override to trait, in case you want specific exceptions to the archetypes and species classes limiters. For example, if you wanted to make an egg laying, flat tailed, funny lookin, fast swimming, warm blooded duck billed web footed burrow digging p p p p p p platypus.
- Added
species_class_override and archetype_override triggers to trait. If those triggers return true, then the trait ignores the associated requirements (species_class or allowed_archetype)
- Added "trait_has_all_tags" trigger that returns true if the trait in the scope has all the traits in the list
- Added "trait_has_any_tag" trigger that returns true if the trait in the scope has at least one of the trait in the list
- Added "trait_has_tag" trigger that returns true if the scope trait has the tag used for the trigger.
- on_actions:
- Added the on_resolution_vetoed on action.
- New on_action on_favor_gained that gets triggered when a country receives a favor.
- New on_action on_research_option_added that gets triggered every time a new permanent research option is acquired.
- Add on_ship_enter_fleet and on_ship_leave_fleet on actions
- Added the on_resolution_put_to_vote on action
- Game Rules:
- Removed unused can_resettle_planet game rule and renamed can_resettle_planet_no_owner_check to can_resettle_planet.
- Removed can_colonize_with_pop game rule and moved its checks to can_colonize_with_species.
- Added should_leader_gain_trait_every_level game rule.
- Added the species_has_uncapped_habitability_on_planet game rule, this sets the habitability ceiling for a species to use the HABITABILITY_CEIL_UNCAPPED define instead of the HABITABILITY_CEIL define
- Created new rule can_uplift for species
- Added the will_leader_survive game rule that replaces the leader death toast with a survival one.
- Added the should_colonize_use_terraform game rule, used to get the behavior Wilderness has with terraforming
- Added the should_hide_pop_group_size and should_hide_planet_sector_pop_amount which Wilderness uses to obfuscate the amount of pops on a planet
- Added the script effect "copy_traditions_from = { target = FROM exceptions = { tradition1 tradition 2 } }" that copies tradition from a target country into the scoped country
- Added "add_ascension_perk" and "remove_ascension_perk" effects, scope must be a country, adds or removed the specified perk syntax: add/remove_ascension_perk = perk_key
- Added "copy_ascension_perks_from" effect: Copies the Ascension Perks of the target country into the scoped country. They are added to the existing perks, and the potential/possible triggers are respected. The perks listed in the exceptions list are not copied. copy_ascension_perks_from = { target = FROM exceptions = { perk1 perk2 } }
- Added "remove_tradition" effect. Remove the target tradition from the scoped Country. remove_tradition = tradition_key
- Added effect "remove_tradition_tree" Remove the target tradition tree from the scoped Country. remove_tradition_tree = tradition_category_key
- Added spawn_design to static galaxy system data, which forces a specific design to spawn in the system.
- Added gamesetup_settings script for configuring the settings list in game setup.
- Scripted loc can now be used in concept tooltips and the top bar tooltips.
- Added the used_defense_platform_capacity_percent trigger, letting you check how much of a starbases defensive platform capacity is used.
- Added "playme" console command as shorthand for human_ai and ai_ignore_was_human.
- Added auto_trait_prio support for planet classes
- TerraformLinks resource block now has the planet as from scope
- Added desc parameter to top bar multi-resource groups.
- Added spawner_planet event target link for armies to replace the old pop link
- Added parameter to Fallen Empire scripts to prevent using custom empire designs, see the Fallen Hive Empire for an example
- Added parameter to force the spawning of neighbors on system initializers, see the Fallen Hive Empire for examples
- Added support for leader class-specific skill level modifiers.
- Added support for triggers in starbase_level pictures
- Added "city_graphical_culture" triggers that test a given graphical culture (or that of a target scope) against the graphical culture used for the scoped country. If the target is also a country, it compares both the graphical cultures used for cities
- Graphical cultures now have
ship_selection_weight to calculate their chance of being picked by empires
- The "graphical_culture" trigger now works on species (return the culture associated with the species class) and can take a target, so like "graphical_culture = FROM" will return true if 'this' and 'FROM' have the same graphical culture
- You can now specify a global design when creating a starbase, but it only works for designable starbase size (ie the space citadel)
- Orbital and Planet Deposits now support habitat_modifier, which as you might expect from the name, applies a static modifier to the habitat(s) in the system.
- Added a update_node_portraits_if_gestalt_effect scripted effects
- Added documentation to the common/global_ship_designs directory
- Added keyboard shortcuts to scripted actions
- Support setting animation state from scripted action
- Added support for the shipclass_military_special to use cloaking
- Modified Empire Creation so it can handle normal in-game triggers. Removed local_human_species_class and local_human_origin triggers that were used in this context.
- dynamic_capacity can now be used for all resources not just those that use special_max_amount
- Moved AI only origins into their own file
- Added trigger parameter allowed_planet_classes_override to traits in order to override planet classes listed by allowed_planet_classes
- Added ai_should_not_restrict_system game rule
- Set ideal planets to also provide +100% Habitability so they work nicely with uncapped habitability
- Allowed using custom tooltips for forbidden peace offers in war goals
- Removed the "attraction_label" from the outliner UI to make more room for faction production.
- Added "system_modifier" and "triggered_system_modifier" to jobs to have modifiers that are transmitted inside the same system.
- Added "can_always_dismantle" flag to starbase levels to indicate a starbase type should always be destroyable
- Added the inner_radius trigger to determine the size of the gravity well of a solar system
- count_species_traits trigger now only filters by category when one is passed as a parameter
- Since we built the citadel anywhere, we needed a way to set its position. The easiest way was to do it in code, so now when you've set a starbase in your megastructure, the code will generate it automatically. However the megastructure will not be destroyed by code, so if you want to do that you still need to do it manually.
- build_outside_gravity_well flag in megastructures is deprecated, replaced with
build_type = inside_gravity_well/outside_gravity_well/around_planet used to determine where and how to place a megastructure
- Added scripted triggers for has_purity_ascension, has_cloning_ascension and has_mutation_ascension
- Added the can_add_mutation_traits scripted trigger
- Added is_purity_authority, is_cloning_authority and is_mutation_authority scripted triggers
- Added the generate_new_species_and_pop scripted effect to quickly add new species and pops to a planet.
- Unified all variants of the assorted plantoid and lithoid traits into single traits using the species_class_override parameter for species traits.
- Added the colony_age_years trigger
- Updated thrusters, FTL Drives, Cloaking Devices, Ship Reactors, Combat Computers and probably more to use scripted triggers
- Added custom_tooltip_with_modifiers support to starbase buildings and modules
- Added the upgrade_path parameter to ship components. For core components, components that have the same upgrade path are shown on the same row
- The "end" value of a Situation stage is now a scriptable value instead of just an int. It's evaluated when the situation is spawned, and then stays at that value for the duration of the situation
- Added Planet as a possible scope for the
has_deficit trigger
- Added the "damage_army" effect
- You can now restrict civics and origins by graphical cultures by using the "graphical_culture = { <restriction> }" restriction in possible or potential. It works like every other civics/origins restriction.
- Added "add_random_species_trait" to modify_species, which takes a trigger that's applied to all the possible species traits, and randomly adds one that fulfills the trigger.
- Added definition for invisible extra large turret
- Added a country_uses_bio_ships scripted trigger
- Technology Swap can now change the Area and Categories of the tech. For example, Corvettes (engineering, voidcraft), can become Brawlers (Society, Biology).
- Added a ruined_icon parameter to planet buildings allowing them to produce a different icon when destroyed
- Added planet_building_capacity_add, allowing planets to function like starbases producing multiple things at the same time
- Static Modifier Custom Tooltips can now have parts of their localization designated to be multiplied when a static modifier is applied. This allows for modifiers such as defensive_stations_tracking_add to be defined entirely in script
- Origins can now be given a room and city_graphical_culture argument to automatically change the players designs when the origin is selected. The AI should respect this too.
- The resources that appear in the top bar are now scriptable and conditional. See how Wilderness handles the Consumer Goods/Biomass swap as an example
Known Issues
BIOGENESIS:
- Armies do not cost food if you have bioships
- The Wilderness' City Set and Room art might swap to the Spinovore or Shellcraft Variant
- Empires with the Driven Assimilator and Bodysnatcher civics generate Nascent Stage trait pops with wrong species rights
- Rarely Pre-Sapient generated from Nascent Stage can work jobs (Fixed for 4.0.2)
- Players with Biological ships can build mechanical GDF Titans and Juggernauts
- Players in Federation can build mechanical ships with biological weapons and vice versa
*Aerospace Adaptation modifier remains on the planet permanently (Fixed for 4.0.2)
- Abandoned Hatchery fleets stay idle in your system when they defeat player's defenses
- Players are able to create ship designs with the same name
- Maulers and Weavers stop playing their animations when they enter combat
- Rarely attacking fleet do not close in to be able to fire its weapons and just flies in circles
- Newly acquired species will have Population Control enabled when playing with Bodysnatcher Civic
- Behemoth custom orders don't auto update when a new ability is unlocked
- Hive Purity Breach event kills 300 pops instead of 100
- Eternal Vigilance ascension perk does not build Defense Platforms on Deep Space Citadel every 6 months
- Orbital Habitat Mutation is structured differently
- The Behemoth doesn't play animations in combat
- The Behemoth's summoned fleet uses naval capacity
- The Behemoth doesn’t generate an explosion on death
- Behemoth class I replaces with the model of Behemoth class II on Death Animation
- Reinforcing bioships ruins fleet composition on the save
- Ship auto-designer is not adding growth gland to maulers and weavers
- Shield points modifiers apply to the Behemoth only after saving and loading the game
- Focus rewards mentions regular ships for bioship empires
- Wilderness Empires can be asked to build a Farming Districts and Regular Empires can be tasked with building an Orchard Forest (Fixed for 4.0.2)
- Conquering a pre-FTL world as a Wilderness Empire can leave you without a capital building. Best solution is to abandon the world and re-colonize it. (Fixed for 4.0.2)
4.0:
- Cybernetic Creed spiritualists don't handle ethic drifting well
- Planetary Designations have text issues on their tooltips
- Pop Group creating effect doesn't respect country ethics
- Gestation World Decision has unlocalized text
- There are too many redundant Pop Groups in the late game
- Slaves are switching between the Computing Component and the Slave job in the synaptic lathe
- Presapients in Genesis Guide empires with default slavery flicker between slave and presapient
- Forced Labour and Processing purging type do not have output
- Presapients not always taking Conserved Fauna job when you play with Genesis Guides civic
- Budding creates a tooltip entry for every pop
- New faction message setting shows multiple times
- Head of Research's previous job is displayed as a part of string ID
- T3 Researcher boosting buildings show job names for all empire types
- "Disband" option from the Army Details Menu is not reactive
- Pop groups being purged or slaves are listed in their tooltip as being demoted
- Unemployment tooltip is misleading
- Effect of the "Kinship" tradition is duplicated in its tooltip
- Country Defaulted has multiple of Pop Demotion modifier dupes on the tooltip
- Colony Abandonment costs are not only applied for the last movement of pops from a colony if the total population is less than 100
- Chemical Plants and Ancient Refinery Building Tooltip is missing Volatile Motes Icon
- Enforcer jobs not shown in planetary overview tooltip
- The Feral Overload event chain may decolonizes a planet
- There are issues with how the Portraits are displayed for Reptilians on Linux
- Ring Segments can have Mineral Support specializations
- Quantum Innovation Nexus using wrong text in the tooltip
- Ethics Attraction modifier from traits is not displayed in ethics tooltip in Faction Tab
- Receiving traits has no toast messages
- Alien Zoo building replaces Biologists against Zookeepers in tooltips everywhere instead of just on the planet it is built on
- Catalytic Processing / Organic Retrofitting as machine starts with deficits and no production of Food
- There are Farmers mentioned in the tooltip of Agriculture Districts while playing as a Hive-Mind Empire
- Displayed leader upkeep is rounded when hiring a new leader
- The game desyncs during multiplayer with error ECONOMY
- Sanctuary of Repose tooltip doesn't mention providing Death Chroniclers Jobs
- The tooltip for workforce does not display the modifiers that affect it
- Strata pop amount tooltips are inconsistent for pops moving between strata
- Building icons escape UI for building details and building boxes
- Not all Soldier related jobs/bonuses are replaced with Squires in Toxic God Habitat
- Awakened Empires do not expand even though they have an expansion plan
- Auto-generated concepts for techs do not show all of the technology effects
- Ships' animations in the ship details window reset after every daily tick
- Planetary Administration Upgrade Tooltip displays wrong information
- Habitat capitals UI tooltip doesn't show the pop upgrade requirements
- It is impossible to apply species templates to planets with low population
- AI tends to set their fleets to follow each other
- Central Spire planetary feature does not give researcher jobs
- Clicking on the Trade icon a second time does not close the market window
3.9.3 (2023-10-17)
3.9.3 - Patch Notes
Balance
- AI Empires are more likely to seek a federation if their rivals have federated.
- Federations (except for Hegemonies) now default to not permitting subject members.
- Having less than 50 Trust with an empire imposes a -100 Acceptance to them becoming your subject or overlord.
- Hydroponics Designation on habitats now swaps all jobs on the housing districts for farmers.
- Increased the importance of being more powerful than your vassal for loyalty purposes.
- Insulting someone decreases their Trust of you by 5.
- Rebalanced requirements for diplomatic treaties to require trust.
- Reduced how excited subjects get about things like shared sensors.
- Reduced the effect differing war philosophies has on federation acceptance.
- Removed the ability to trade favors.
- Replaced all +10% Districts on Habitats from technologies and traditions with +1 District on Habitats
- Replaced the upgrade habitat decisions with checks for habitat capital level instead.
- The Intimidation menace perk now allows you to ignore diplomatic requirements for proposing subjugation.
- The Pharma State civic now provides +1 Medical Worker job to capital buildings.
- The Unity from Rivals from the Animosity Diplomatic Stance has been reduced to 10 per rival.
- Trade Designation on habitats now has the housing district swap a clerk for a trader
Improvement
- Research, Energy and Mining District capacity on habitat complexes now have their own planetary features to clearly show the number of districts, current number of orbitals and maximum number of orbitals.
- The Crisis event chain will now use their bespoke event chain icon.
Bugfix
- Added is_scope_valid checks for anchorages.
- Fix to hiring events not being dismissed for other players in coop
- Fixed concept tooltips for starbase components.
- Fixed issue with nested tooltips and mouse tendency being incorrect when using UI scaling
- Fixed issue with some portraits being blurry on lower graphics settings due to mip levels being skipped. Disabled the functionality for portraits and related textures.
- Fixed the Node Culling gateway leading to an unlocalized string.
- Fixed Tiyanki occasionally not spawning correctly at the start of a Fruitful Partnership playthrough
- Massive Crater got its 25% pop growth back
- Restoring the Payback habitat when your homeworld is a moon now grants a minor orbital instead of a major orbital.
- Rewrote math for calculate tendency between mouse and nested tooltip window. This should fix issue with tooltips below and above mouse cursor behaving somewhat differently.
- Stopped interactions allowing multiple gaia-seeder buildings on a planet.
- The bonus provided by Eclipse from Enmity now correctly grants a 2% modifier instead of a 20% modifier.
- Updated the Eclipse tradition tooltip
- Updated the massive crater concept tooltip to accurately display the actual deposit.
AI
- Certain AI personalities (Federation Builders, Spiritual Seekers, Migrating Flocks, and Peaceful Traders) are now 25x more likely to select Diplomacy traditions.
- The AI will no longer request to be subjugated by empires that are equivalent or weaker than them.
- The AI will no longer request to become the subject or overlord of another empire unless they have 50 Trust with the other party.
UI
- The ship viewer's zoom speed is now scaled to the ship's size.
- Tooltips to select agendas now show the estimated time to launch the agenda, based off of your current agenda progress rate
- Trust between nations is now visible in the main diplomatic screen.
- When switching ships in the ship viewer, the zoom distance will now be preserved relative to the ship's size.
Modding
- Added documentation for concepts.
- Added support for more object types in concept tooltips.
- Fixed gridbox left and top padding not working.
- Some objects' auto-generated tooltips can now be shown as concept tooltips.
- Support building concept tooltips without valid scope.
- Calling non existing events should no longer crash the game.
3.9.2 (2023-09-26)
3.9.2 - Patch Notes
Balance
- Pre-FTL empires now have reduced technological development before the mid-game year.
Bugfix
- Anomalies that reward Scientist Expertise traits now apply those traits to the Cognitive Node for gestalt empires.
- Blocked empires without the Scientific Method technology from constructing research districts.
- Federations End should no longer spawn empty habitats if the pre-FTL slider is set to 0
- Fix a CTD when loading a save containing an invalid species archetype
- Fix for wrong value for evasion in ship design.
- Fixed being able to build multiple gaia seeders on a single planet.
- Fixed Fallen Empires not triggering their monthly random events
- Fixed pre-ftl civilizations that naturally progressed to the Early Space Age being unable to become space faring.
- Fixed Secrets of the ... no longer granting Expertise traits.
- Fixed stage 4 gaia seeders being buildable, but immediately destroyed by non-Idyllic Bloom empires.
- Fixed the Colonial Remains deposits not spawning for the Remnants origin in some cases.
- Fixed the Patron achievement not firing.
- Fixed the Prethoryn getting stuck because their starting system contains an FTL inhibitor that prevents them from expanding
- Fixed the Surveyor not spawning resources in some cases.
- Gardening Drones will no longer have an unlocalized string.
- Habitat Central Complexes constructed around stars should now be placed further away, so they no longer clip into the star.
- Industrial designation is now only available on habitats for gestalt empires, if they use consumer goods.
- Merc enclaves now inherit their shipset from their creator.
- Paradisiacal Habitat modifiers in Ithome's Gate no longer use placeholder icons.
- Restored -25% penalty if the government doesn't have a head of research.
- Set a manual planet size for the Toxic God star asset, as it otherwise counts the large visual effects as part of the planet.
- The Crystal Splitter will now hopefully stop blowing up Fruitful Partnership colonies
- The spiritualist fallen empire will now wake up if you eat their holy worlds.
- The knights will no longer try to quest if you pacify their habitat.
Improvement
- Catalytic empires can now build bio-reactors.
Modding
- Added researchers_add.txt and archaeoengineers_add.txt inline scripts for buildings.
- Added chemist_add.txt, factory_add.txt, foundry_add.txt, refiner_add.txt and translucer_add.txt inline script for buildings.
Performance
- Removed MTTH from anomaly.6710, bane of ship events, horror of designers
- Removed MTTH from assorted fallen_empire_tasks events
- Removed MTTH from communications_spread.1 and communications_spread.3
- Removed MTTH from crime.1, crime.40 and crime.41, plus added pre-triggers to all crime-events
- Removed MTTH from fallen_empires.1, fallen_empires.3, fallen_empires.10, fallen_empires.11
- Removed MTTH from leviathans.660 and leviathans.662
- Removed MTTH from pop.1-13, madness that should have never existed
- Removed MTTH from random caravaneer events (cara.4000-4050)
- Removed MTTH from refugees.5, scourge of the game, destroyer of performance
- Removed MTTH from the Migrating Forests event chain (colony.1 to colony.12)
- Removed MTTH from the Orbital Debris event chain (colony.171 and colony.171)
UI
- Added new main menu gradient
3.9.1 (2023-09-12)
3.9.1 Patch Notes
Features
- Humanoid Species Pack
- Added the new Enmity tradition tree focused on making and maintaining rivalries
- Added three new species traits available to all Biological and Lithoid Species
Positive: Existential Iteroparity
Negative: Psychological Infertility
Negative: Jinxed
- Added two new portraits
- Lithoid Species Pack
- Added a new Void Hive Civic for Hive Minds
- Added the Selective Kinship Civic for regular empires
Supremacists now allow xeno species on the council if they have Selective Kinship civic (but only from their species class)
- Added a new humanoid inspired portrait
- Added the Federated Theian Preservers prescripted empire to the Lithoid DLC
- Plantoids Species Pack
- Added the Fruitful Partnership origin for Fungoid and Plantoid species
- Added a new Invasive Species trait available for Fungoid and Plantoid species
- Added a new dryad inspired portrait
- Added the Blooms of Gaea prescripted empire
- The Idyllic Bloom civic has been buffed
Phase 4 gaia seeders will now grant 3-5 pops the Gaia World Preference and Bloomed trait every 5 years as well as increasing the effects of this trait (and the Budding trait) by +50%.
The Bloomed trait gives +10% resources from jobs, +10% pop growth speed, -10% amenities and -10% housing used when the pop is on a gaia world.
- Megacorp Expansion
- Added a new Worker Cooperative Civic for Corporate empires
- Necroids Species Pack
- Added a new Mechromancy Ascension Perk for Machine empires
- Nemesis Expansion
- Added the new Kaleidoscope Midgame Situation
- First Contact Story Pack
- The Colonization Vessel for Eager Explorers Civics now has a unique ship model.
- Reworked Habitats
- Habitats are now limited to one Habitat Central Complex per system, and a number of Orbitals depending on the stars, planets, moons and asteroids present.
- Major Orbitals are constructed around stars and planets and provide additional district slots to the Habitat Central Complex in addition to modifiers depending on the deposits present.
- Minor Orbitals are constructed around moons and asteroids and only provide modifiers depending on the deposits present.
- Removed Leisure and Trade Districts from Habitats.
- Habitat Upgrade decisions increase the habitability of the habitat and provide additional branch office building slots in addition to increasing district and building slots provided by orbitals. Their cost is modified by your habitat build cost modifier.
- Reworked the number of districts on habitats and the amount of jobs, housing and building slots they provide.
- Habitats that are blown up by a colossus now leave behind a Ruined Habitat Megastructure, which can be repaired into a fully functional Habitat Central Complex.
- Reworked Voidborne Ascension Perk
Modifiers:
Habitat Build Cost: -20%
Max Districts on Habitats: +2
Building Slots from Non-Urban Habitat Districts: +0.25
Jobs from Habitat Districts: +1
Effects:
Upgrading a Habitat Central Complex allows research of the next level of Habitat technology.
Can construct advanced housing buildings on Habitats
Cannot be taken by empires with the Void Dweller Origin.
- Reworked Void Dweller Origin
Can now be taken by Hive Minds
Can build advanced housing buildings on habitats.
Modifiers replaced with:
Habitat Build Cost: -25%
Max Districts on Habitats: +2
Building Slots per Non-Urban Habitat District: +0.25 (1 Building Slot for every 4 Districts)
Jobs per Habitat District: +1
Arcane Replicator Planetary Feature:
Increased the alloys production to 20.
Increased the consumer goods production to 10. No longer produces Consumer Goods for empires that don't use Consumer Goods.
Species trait, no longer decreases pop growth speed.
Cannot take the Voidborne AP.
Pre-scripted ideal planets have been replaced with systems rich in resource deposits.
Pre-scripted system 1 will have:
The habitable world is replaced with a frozen world with a size 3 Engineering deposit
Three planets, moons or asteroids with an 83% chance of a size 1 Physics, Society or Engineering deposit and a 17% chance of a size 2 Physics, Society or Engineering deposit each.
These deposits are in addition to whatever else might be spawned by the game.
If the Void Dweller (Sol) starting system is selected, this will be Alpha Centauri.
Pre-scripted system 2 will have:
The habitable world is replaced with a molten world with a size 3 Alloys and size 4 Minerals deposit.
Three planets, moons or asteroids with a 83% chance of a size 1 Minerals or Energy deposit and a 17% chance of a size 2 Minerals or Energy deposit each.
These deposits are in addition to whatever else might be spawned by the game.
If the Void Dweller (Sol) starting system is selected, this will be Sirius.
Tradition Swaps
Adaptability Finisher now gives +50% resources from deposits on habitats that give raw resources
Expansion Finisher now gives +1 Max District on Habitats
Modular Superstructures now gives +1 Housing from Habitation Districts and +10% Max Districts on Habitats
- Reworked jobs that primarily produced trade and introduced the specialist strata Trader job.
- Trader jobs added producing 8 TV for 1 CG upkeep
- Clerks produce 3 TV and 3 Amenities (was 4 TV and 2 Amenities) and provide +1% planetary trade value
- Commercial Zones building now provides 1 Trader job and 2 Clerk jobs (was 3 Clerk jobs). Commercial Megaplex building now provides 2 Trader jobs and 4 Clerk jobs (was 6 Clerk jobs and 1 Merchant Job).
- Shattered Ring Trade Districts now provide 1 Trader job (was 1 Clerk). Ringword Trade Districts now provide 2 Trader jobs and 6 Clerk jobs (was 2 Merchants jobs and 6 Clerk jobs).
- Numistic Priest jobs added producing 8 TV, 2 Unity and 2 Amenities. Numistic Shrine now provides 4 Numisitic Priest jobs (was 2 Priests and 2 Merchants).
- Trickle Up Economics tradition now gives Clerks +1 Amenity and +1 TV production.
- Commercial Enterprise tradition now makes Traders give +2 Amenities and Commercial buildings and Trade Districts provide additional Trader jobs (was Commercial buildings and Trade districts provide additional Merchant jobs).
- Reduced the number of Merchant jobs from the Galactic Stock Exchange to 1 (was 2 Merchant jobs).
- Merchant Guilds Councilor now increases Trader output by 0.4 TV per level (was increases Clerk output by 0.4 TV per level).
- Added the new Myrmeku colony event chain for Mechanical and Machine empires.
- Added the first contact event chain The Trial.
- Added new Node Culling (Hive-Mind) and Node Reformatting (Machine Intelligence) agendas.
- These agendas are unlocked by researching a Tier 2 Society (Statecraft) technology. Culling or Reformatting a Node removes the Node and replaces it with a fresh Node with different traits. The maximum skill of this new Node depends on the any modifiers to starting leader skill and the new "Restored Node Additional Skill" modifier.
- Added "Restored Node Additional Skill" increase the starting skill level of new Node generated by the Node Culling (Hive-Mind)/Node Reformatting (Machine Intelligence) agendas.
- Expanded Leaders from Enclaves
- Hiring a Shroudwalker Teacher now gives you a level 5 Governor instead of being able to enact a planetary decision.
- You can now hire a Master Salvager level 5 Scientist from the Salvager Enclave.
- The Governors you can hire from trader enclaves now have unique traits and are no longer immortal.
- Leaders hired from enclaves can now be appointed to unique Council Positions (Requires Galactic Paragons)
- Attacking an enclave from which you have hired a leader causes that leader to leave your empire, with additional consequences if they are on the council.
- Reduced the RNG required for pursuing an Ascension Path.
- Removed the tech requirements from the Engineered Evolution, Mind over Matter, The Flesh is Weak, Organo-Machine Interfacing, Synthetic Evolution and Synthetic Age Ascension Perks.
- These Ascension Perks can now be taken as your third AP instead of second.
- Taking these APs will now grant access to an Agenda which gives progress in technologies relevant to the Ascension Path. These Agendas are faster to enact and have reduced cooldown compared to most other Agendas. Additionally, the enactment time for the Mind over Matter Agenda depends on your empire ethics.
- The Teachers of the Shroud Origin grants access to the Mind over Matter Agenda.
- Environmentalist Empires with their Ranger Lodge built can now enact a decision to create additional natural blockers on their planets.
Improvements
- Automation Improvements
- Sector Automation is removed in favor of Planetary automation, which no longer requires a defined resource stockpile.
- You can now forbid planet automation from using specific resources.
- New Player Improvements
- Added new tutorial steps to help new players learn core concepts such as Toggling the Galactic Map and Unpausing.
- Civilian Difficulty now blocks Homicidal, Despoiling, Criminal Syndicate, and Assimilator Empires. It also reduces the Fanatic Xenophobe spawn rate by 80%. Finally it blocks homicidal event empires from spawning.
- Deficit and Rebellion Situations progress 90% slower on the Civilian Difficulty and 50% slower on Cadet Difficulty
- Under One Rule origin now has one more conclusion event, after ascension.
- Added a location marker to the "First Colony" event, making it easier to find your new world.
- Improved Origin tooltips by making use of Nested Tooltips.
- Improved clarity and formatting of auto-generated Civic tooltips.
- L-Gate Insight and L-Gate Activation Technologies are now considered Dangerous.
- Lost Colony Origin is now playable by Gestalt empires (Hive Minds and Machines)
- Omega Theory technology is now considered Dangerous.
- The Common Ground and Hegemony origins can now be selected by gestalt empires that do not have any of the following civics, Devouring Swarm, Terravore, Determined Exterminator.
- The randomly generated federation members for the Common Ground origin can now also be machine intelligences or hive-minds.
- Decreased the frequency of hive-mind federation members. Increased the frequency of machine federation members if the player is a machine empire.
- The tooltip for the number of districts on the planet UI now lists the number of district slots used.
- Choosing the Consume Planet planetary decision as a terravore will now start a situation that will consume the entire planet, sparing you from clicking the button numerous times.
- The From Beyond Science Ship now uses components suitable for its origins.
- Added an introductory event for Holy Worlds, found on the fringes of Fallen Empire territory.
- Added events for Scion empires surveying a Fallen Empire's Holy World for the first time.
- Added Habitat Central Complexes to the shipset preview in Empire Creation.
- Constructing a Habitat Complex now triggers a Toast instead of an Event.
- Constructing an Orbital triggers a Toast.
- Adjusted the orbit angle of Europa to prevent objects in orbit from clipping into those in orbit of Io.
- Standardized highlighting color used on Tradition tooltips.
- Added effects to Infected planets stage 1-3, infested planets by the Prethoryn Scourge and added entity with effect for hive worlds.
- Added extra checks so the policies screen will properly show which policy would put you in breach
- Small visual update on shroud creatures
- The Knight's habitat now orbits their homeworld, not a moon.
- All players in a coop empire can now partake in diplomacy. Note however that for some specific empire types (enclaves etc) it will not be possible for multiple coop players to open communications at the same time.
- Coop players can now click the event option selected by another coop player in order to close the event window.
- Events can now be dismissed in coop by pressing the close button of the event window. Dismissed events will not have any subsequent events show for the dismissing player. Note that If the event was opened manually by the local player, the event will be properly closed rather than dismissed.
UI
- Added a popup message for when your Co-op group is disbanded
- Make the Empire Size tooltip total include the floor as well as an explanation when applicable
- Make the Advisor Window not hide the Outliner
- Ship component modifiers from Archaeoengineers are now included in the stats in the ship designer and ship design window.
- Right-clicking a starbase icon in the galaxy view now allows you to select fleet orders targeting that starbase.
- Custom ship designs can now be created even if Auto-generate designs is enabled.
- Fixed planet modifier icons not updating correctly when removing and adding a modifier at the same time.
- In fleet view related tooltips added X icon in front of unfulfilled conditions. Added green checkmark in front of condition that is positive.
- Fixed tooltip for edict checkboxes not appearing.
- Added a scrollbar for the list of selectable council positions.
Balance
- Buffed Catalytic Processing civics.
- Principal Catalyst (regular empire) council position effects: +2% Metallurgist output
- Chief Catalyst Officer (megacorp) council position effects: -5% Food Upkeep for Jobs.
- Chemist, Translucer and Gas Refiner jobs (and their gestalt equivalents) now have food upkeep for Catalytic empires. Mineral:Food ratio is kept at 2:3 much like Metallurgists:Catalytic Technicians, meaning that these jobs have an upkeep of 15 Food. Machine Intelligences with the Organic Reprocessing civic no longer have -1 to food production for Agri-Drones.
- Catalytic Technician, Chemist, Translucer and Gas Refiner jobs (and their gestalt equivalents) with Food upkeep have 1.25x the Base Output of the equivalent jobs with Mineral upkeep.
- Colonists are now worker strata jobs.
- Edicts now have an activation cost equal to their monthly cost.
- Added an activation cost to all edicts because you all can't be trusted with this power otherwise
- Leader Capacity
- Major changes have been made to the leader XP penalty for being over leader capacity. The curve has been adjusted to a nonlinear one that no longer reaches -100%.
- The number of leaders in the top bar will now turn yellow until you are at double your base capacity, after which it will turn red.
- Rebalanced Ruler strata jobs.
- Science Directors no longer produce Unity.
- High Priests produce additional Unity instead of additional Amenities compared to Politicians.
- Executives produces slightly less Unity than Politicians and now have a small amount of Energy upkeep in addition to their Consumer Goods upkeep.
- Pre-scripted ideal worlds are now flagged to not have anomalies.
- Embassy Complexes now grant a politician job. Grand Embassy Complexes now grant two politician jobs.
- The Vat-Grown trait from Genetic Ascension now renders the species completely infertile. The cost of the trait has been reduced to 2 points.
- Made Calamitous Birth's unique deposit increase the effectiveness of Lithoid unique traits by 50%. Made the Lithoid Crater only negatively impact non lithoid species.
- Nationalist Zeal now gains +5% Diplo Weight per rival.
- Archaeotechs balance updates:
- Halved the energy upkeep of the Facility of Archaeostudies.
- Allowed the Expertise Archaeostudies trait to be selected in more cases.
- Added the Archaeotech Focus admiral trait, which grants increased damage and fire rate with Archaeotech weapons.
- Decreased the research speed and draw weight for Archaeotech from the Expertise trait, but made it reduce the Minor Artifact cost for ship components.
- The Archaeoengineers AP now reduces Minor Artifact cost for ship components by 10%
- "Scion" empires are now twice as likely to see an intervention (in the form of a task or reward) from their Overlord during the first 25 years of play. Normal probability (approximately a 1 in 50 chance each year) applies after that first event has fired.
- Leaders granted during the course of the "Scion" Origin now come with revised Traits and other such related perks.
- Increased a potential 2-year Trade Value bonus from Spy Network event "Drain on Resources" from 1% to 8%. This bonus ("Enterprising Spy Network") still requires you to first have a trade agreement with the espionage target.
- Xenophobe Supremacist faction is now unhappy when xenos are present on the council
- Buffed the Asteroid Hive Guardian strike crafts.
- The Supremacy Diplomatic Stance now applies a -50% modifier to diplomatic weight gained from technology and economy.
- All the Ascension Civics now grant your starting planets +1 Ascension Tier.
- Reduced Ranger Jobs from Ranger Lodge by 1. Ranger Lodge now provides 1 additional Ranger Job per natural blocker.
- Rangers now produce small amounts of energy, minerals or food depending on the natural blockers present on a planet.
- The Opinion lost with the Trader Enclaves for canceling a trade deal now scales with size of the deal.
- The starting head of research for Remnants empires now has the Archaeostudies Expertise trait.
- Increased the range of Macro Batteries by 50%.
- Reduced the draw chance of Archaeotechs if you don't have the Archaeo-Engineers AP.
- Defender of the Galaxy's opinion boost now only applies to independent normal empires.
- Deficit situations now reduce the base output of relevant jobs.
- Reverted changes to Feudal Society that were introduced in 3.8.
- Bio-Trophies are now considered culture workers.
- Slightly reduced the base unity output of Bio-Trophies.
- The Chosen will no longer spawn on Cadet or lower Difficulty or if the game is set to have no AI empires.
- Being declared a crisis counts as being in breach of galactic law for the purpose of gaining menace.
- Pompous Purists now have +10% Diplomatic Weight when opposing resolutions.
- Hydroponics Habitat Designation now increases food production from farmers
- Hydroponics Farm Building now gives 3 farming jobs.
- Machine Intelligences now have access to the Harvesters trait
- Payback Origin
- Restoring the MSI warship to a Habitat now costs 2000 Engineering research, but also grants Habitats as a research option
- Added the Atmospheric Infuser planetary feature to the unique habitat, granting +40% Habitability
- Technological Cache planetary feature now grants +10% Research from Jobs, 2 Researcher (or equivalent) jobs and +8 Max Research District Capacity
- Knights of the Toxic God Origin
- Added the Order's X-Calibrator planetary feature to the starting habitat, granting +40% Habitability
- Order's Demesne districts now give +0.5 Building Slots, +6 Housing and 2 Squire Jobs
- The Order's Castle and Keep now give 2 squire jobs
- Owning the Maw of the Toxic Entity now allows construction of Demesne Outposts in systems with Knight Habitat Complexes. These are Major Orbitals that give Knight jobs instead of modifiers depending on planetary deposit.
AI
- Increased AI weight for Voidborne AP if they have the Void Hive Civic, Knights of the Toxic Gods Origin or restored MSI’s flagship into a habitat with the Payback Origin.
- Increased AI weight on habitat techs and AP where appropriate.
- Increased alloy income requirements for Void Dweller AI empires.
- Increased the weight for the AI to build habitats by a factor equal to the number of planetary bodies that support mining and research stations.
- Increased the weight for the AI to build habitats in the Core Sector.
- Increased the weight for the AI to build habitats in Void Dweller pre-scripted systems.
- Increased Void Dweller AI budget for building habitats.
- Made AI Void Dwellers more likely to take Expansion Traditions and less likely to take Adaptability Traditions.
- Made AI Void Dwellers more likely to take Expansion Traditions and less likely to take Adaptability Traditions.
- The AI will now build a maximum number of science ships equal to the number of scientists they have that can crew them + 1 or 5, whichever is lowest.
- Told the AI it can build habitats in systems without Starports.
- Tweaked AI weights for habitat megastructures.
Performance
- Fixed a case where country modifiers would continually recalculate every day
- Improved the performance of the council view by decreasing the amount of texture loading.
- Improved the performance of the leader list view by decreasing the amount of texture loading.
- Optimized ai evaluation of subjugation actions for better performance
- Optimized triggers for a bunch of jobs, casus belli and opinion modifiers so they will evaluated less often, improving performance
- Parallelized the Construction Queue updates for improved performance
- Parallelized trade route and piracy computations for improved performance
- Refactored calculations for trade value from living standards, leading to increased performance in the late game.
Bugfix
- A hivemind will no longer talk about your multiple minds when establishing an embassy if both of you are gestalts.
- Added location data for the initial steps in all precursor event chains.
- Added some missing draw weight modifiers to arcane deciphering.
- Added tooltips for council_agenda_progress_percent trigger.
- AI only anomalies that were supposed to spawn energy deposits now correctly do so, instead of spawning mineral deposits.
- Aiding the population suffering from the Zoonotic Plague will now halve the likelihood that a pop dies every month.
- Automatic designation for Rural, Mining, Energy and Farming designation now accounts for buildings that boost mineral, energy or food output.
- Blocked Incorporate Artifact Relays decision for Rogue Servitors
- Blocked players from being able to hotjoin as the Habinte Unified Worlds
- Cease Robot Assembly decision now requires the Robotic Workers technology.
- Corporate Culture Site building will now change to Autochton Monument when reforming from Megacorp to Normal Empire
- Corrected some adjectives used to refer to species classes - most notably those events which announce the discovery of pre-sapient lifeforms.
- Corrected the descriptions of deposits left as part of a pre-FTL interaction event, "Land Grabs".
- Corrected the spelling of Ukrainian entries in the UNE namelist, 'Human 1'.
- Corrected various gendered pronouns in Galactic Paragons' "Death of a Great Leader" event.
- Custom human empires with Lost Colony now correctly spawn a parent empire
- Empire opinion of criminal syndicates will only be affected by branch offices inside the empire.
- Empires which consume their constituent Species (such as for Livestock or as part of Grid Amalgamation) no longer hold negative Opinions towards fellow Xenophages.
- Empires who are trying to become the crisis will no longer be asked to lead the galaxy in the War in Heaven.
- Events that time out will now first attempt to pick the default option for the event and only after that select the topmost valid option.
- Fixed "In Breach Of The Galactic Law" not working properly
- Fixed a broken trigger for Psionic Theory technology
- Fixed a typo in "Colony Gained!" event
- Fixed army outliner section disappearing when attempting to show a very large amount of armies
- Fixed being able to remove claims when at war if using the galactic map widget
- Fixed buttons consuming mouse events that they shouldn't.
- Fixed certain conditions for auto-migration e.g. being the last pop on the planet not being taken into account
- Fixed damage output of Macro Batteries.
- Fixed edicts being unactivatable if your resources are less than the edict's upkeep cost.
- Fixed empire's founder species not being updated after modifying all of the founder species' pops.
- Fixed Gene Seed Purification not being randomly rolled in some cases.
- Fixed Habitat Central Control not giving some jobs for Corporate empires.
- Fixed High Gravity planet modifier description for non-English loc
- Fixed inability to focus on civilian ships by double-clicking them in the outliner
- Fixed incorrect building being shown behind Managers in the job view.
- Fixed issue where, if other orders are available, the "Move Here" order in the galaxy view would always go to the star, not the starbase.
- Fixed issue with tooltips flickering when ending up under mouse when having concepts
- Fixed issues with name scoping in the The Charyoni Shielded event.
- Fixed Machine Empire separatists spawning without a valid government.
- Fixed megastructures not deselecting when you open a sidebar view.
- Fixed non-default options being selected for diplomatic events containing default a default option time out
- Fixed not being able to roll Neuro-Quantum Link in some cases.
- Fixed Outliner observer button not becoming available when you get a game over.
- Fixed random empires sometimes having civics without their trait requirements (e.g. non-Aquatic Hegemon Subordinates with Anglers).
- Fixed scripted effects that alter Agenda Progress being able to set Agenda Progress to a negative value.
- Fixed slave revolts being able to spawn with a non-democratic authority.
- Fixed some force spawned empires having broken starbase configurations when spawned.
- Fixed some leader traits that were not updated to be tagged as councilor traits.
- Fixed some modifers (such as armor) being applied to starbases twice.
- Fixed Starbase upgrade cost being able to go negative
- Fixed the building icon for the final stage of the Gaia Seeder being out of bounds
- Fixed the Death Cult civic listing an unobtainable civic in requirements. [X] Unity concept and playing around with header colours.
- Fixed the Guardian trait not applying its modifiers correctly.
- Fixed the Insidious Plot event happening to pre-FTLs.
- Fixed the Last Gift situation not ending properly if you performed one of the special projects with a hired fleet.
- Fixed the Reanimated Skydragon not using the zombie model.
- Fixed the Spore Artillery of the Voidspawn not having correct stats.
- Fixed the tooltip for the adoption effect of Genetic Traditions not mentioning unlocking Clone Vats
- Gestalt empires with the Empath or Rogue Servitor civics can now correctly pacify Amoebas and Crystalline Entities
- Gray, The Oracle, and The Beholder should no longer gain brain slugs no matter how cute they are.
- Ground Combat will no longer kill the last few pops of a regular colony through collateral damage
- Habitat capitals now provide Evaluator jobs instead of Coordinator jobs
- Hive Minds are now spared from having to wrestle with the metaphysical ramifications of a 'zeitgeist'.
- Immortal leaders should no longer get traits that increase their longevity.
- Imperial Fiefdom empires which are engaged in a war of independence against their Overlord may no longer opt to stay loyal to that Overlord once it begins to fracture.
- Imperial Vassals can no longer trade their heirs to Overlords
- In the galaxy view, moving a fleet to the same system that it's currently in will now move it to orbit around the starbase or star.
- Monuments which are added to colony worlds as part of the "Under One Rule" Origin are now dismantled (which is to say, the modifiers are removed) if that world changes ownership through trade or conquest.
- Name Randomization for Letters Of Marque + Criminal Syndicate should now work correctly
- Occupying a Pre-FTL habitat (such as the one found in Federation's End) by way of military invasion or Operation Infiltrate Society now causes the correct type of capital building to spawn.
- Planets conquered by the Khan no longer have all of their districts and buildings ruined, though some hive-mind or machine intelligence specific buildings may still be lost.
- Players can now rebuild merc enclave (in the same system) after it being destroyed
- Pre-FTL civilizations now have a non-infinitesimal chance of spawning with the "Forcefully Devolved" trait
- Prevented repeat appearances of an advisor popup triggered by other empires beating you to mutual First Contact.
- Prevented the nested tooltips for Edicts and Traditions pointing to the Unity concept to stop an infinite loop.
- Removed any mention of a 365 day calendar in Stellaris.
- Removed criminals providing trade value in some cases. Made modifiers from living standards triggered to hide them.
- Renamed several message types in the message settings to prevent duplicated message names.
- Renowned and Legendary Leaders can no longer be replaced with synthetic infiltrators.
- Robots with Servitude Citizenship can no longer have Shared Burdens or Employee Ownership Living Standards.
- Set the Imperial Fiefdom overlord to never spawn naturally.
- Ship as Concept now uses your existing Science Ship designs.
- Stopped some leaders (like Grey) being able to become a Chosen One
- Stopped the pre-ftl tech progression situation from incorrectly not being destroyed or incorrectly being created in some cases.
- Subjects now support their Overlords resolutions in the Galactic Community correctly
- Temporary mercenary admirals from rented fleets no longer cost unity upkeep
- The "Strange Signal" / "Love's Labor's Lost" anomaly no longer appears for empires with the "Remnant" Origin. Cultural historians may rest a little easier now.
- The Curators will once again have their minds blown when you figure out what the infinity sphere was doing.
- The Distress Signal event will no longer assume that the exploratory vessel is a science one nor that it has a leader.
- The Evacuation Protocols edict for the Doomsday Origin will now be available if your only available colony is artificial.
- The final stage of the Gaia Seeder can no longer be removed, disabled or ruined.
- The Habinte United Worlds will now upgrade their fleets after being angered. No more naked designs!
- The Imperial Ruler/Heir trait now states that the leader does not have any unity upkeep.
- The initial Zroni digsite may no longer spawn on colonized planets.
- The Last Amoeba will not be automatically attacked by hostile ships in ranged, even if you have an aggressive first contact policy
- The Surveyor will no longer spawn resources on stars, planets, moons or asteroids that have a housing or knight orbital in orbit. It will spawn resources on bodies that have a resource extraction orbital and the habitat will now correctly inherit the appropriate districts or deposits.
- Updated various sound effects used in the course of "Knights of the Toxic God".
- Void Dweller Sol system now uses the updated Sol system textures.
- Void Dwellers now get various buildings added by civics on game start if they have enough free building slots.
- Wenkwort modifiers now apply to culture workers, not administrators.
- You can no longer construct an Orbital Assembly Complex on a Ringworld or Habitat
- You can no longer designate a shattered ring segment to be a generator world if you cannot build generator districts on it.
- You can now build the final stage of the Gaia Seeder on a Gaia World
- You can now rebuild the Knight's habitat if it is blown up, though this does not allow you to continue the Quest.
Modding
- Add agenda_cooldown and agenda_finish_modifier_duration parameters for council agendas to override the default defines.
- Add is_on_galaxy_map event trigger for the local player's camera.
- Add set_ship_design effect to change an existing ship's design.
- Add support for script_values in council agenda agenda_cost field.
- Added a define for ground combat collateral damage safe pops. Set it to 3.
- Added a hide_modifiers = yes / no parameter for civics and origins. It hides the modifiers from tooltips.
- Added add_council_agenda_progress_percentage effect and council_agenda_progress trigger.
- Added diplo_weight_opposing_mult modifier, which increases diplomatic weight when opposing the current resolution.
- Added diplo_weight_rivals_mult modifier, which increases diplomatic weight for every rival the country has.
- Added documentation for council agenda script.
- Added effects to give ability to change ruler and council position titles from script.
- Added empire_size_add modifier.
- Added hide_name = yes / no for megastructures.
- Added is_garrison trigger to check if a fleet is a garrison.
- Added is_paused script trigger.
- Added is_void_dweller_empire scripted trigger, which checks for either the Void Dweller origin or Voidborn AP.
- Added on_colony_monthly_pulse on action that fires monthly based on the colony founding date.
- Added on_ship_disbanded on action. Fixed disbanding orbitals by the disband ship button not clearing the has_megastructure flag.
- Added ship_friendly_territory_armor_add, ship_friendly_territory_armor_mult modifiers.
- Added starbase_modules/00_example.txt to documentation accepted parameters for starbase modules.
- Added triggered_ship_design_modifier for component templates.
- Added unused modifiers for Restored Growth/Cognitive/Legion/Regulatory Node Additional Skill.
- Better error logs for breaking max recursion limits in scripted effects and triggers.
- Changing the blocking of gestalt destiny traits from hardcoded to use the correct gamerule instead.
- Fixed dynamic event targets (with @ in them) failing when used in various places e.g. "exists = event_target:test@root".
- Fixed dynamic event targets being unable to understand dot scoping.
- Fixed if_scaled_resolution not working correctly for all UI scaling values.
- Fixed message_setting_key not being localized.
- Fixed ship_piracy_suppression_add and ship_piracy_suppression_mult not working in component templates' ship_modifier and triggered_ship_modifier.
- Habitat level in the outliner now ranges from I to X. Habitat level is increased by Upgrade Habitat decisions and determined by planet flags. Only levels I through to III and X are used in unmodded games.
- Improved documentation for a number of effects.
- Introduced technicians_add, miners_add and farmers_add inline script to make adding these jobs easier to resource buildings.
- Made it possible to have interface defines that don't affect the checksum.
- planet_housing_add now shows up to two decimal places.
- random_weight for ethics now takes a country as its root scope.
- Removed ethic and initial_effect_custom_loc unused parameters from council agendas.
- Rename council agenda modifiers parameter to modifier, and remove mandatory curly braces usage.
- Replaced can_see_in_list parameter for create_leader with hide_leader that also excludes the leader from the leader cap.
- Replaced can_see_in_list with hide_leader
- Set numeral_0_icon to be $BLANK_STRING$.
- Split Origin and Civic descriptions into description and negative_description.
- Swapped is_orbital_ring = no for is_normal_starbase = yes
- Trade deposits are no longer flagged to be mining station deposits.
- Traditions now support triggered_modifier.
- Trigger graphical_culture now supports the megastructure scope.
- Updated some missing and inaccurate information in the tradition documentation.
- Updated Starbase and Orbital Ring armor values to use scripted variables.
- Updated the script documentation for the create_leader effect.
- Various triggers no longer check for the mining_habitat, energy_habitat or research_habitat flags, they instead check for modifier values.
3.9.0 (2023-09-12)
3.9.0 Patch Notes
Features
- Plantoids Species Pack
- Added the Fruitful Partnership origin for Fungoid and Plantoid species
- Added a new Invasive Species trait available for Fungoid and Plantoid species
- Added a new dryad inspired portrait
- Added the Blooms of Gaea prescripted empire
- The Idyllic Bloom civic has been buffed:
Phase 4 gaia seeders will now grant 3-5 pops the Gaia World Preference and Bloomed trait every 5 years as well as increasing the effects of this trait (and the Budding trait) by +50%.
The Bloomed trait gives +10% resources from jobs, +10% pop growth speed, -10% amenities and -10% housing used when the pop is on a gaia world.
- Humanoid Species Pack
- Added the new Enmity tradition tree focused on making and maintaining rivalries
- Added three new species traits available to all Biological and Lithoid Species
Positive: Existential Iteroparity
Negative: Psychological Infertility
Negative: Jinxed
- Added two new portraits
- Lithoid Species Pack
- Added a new Vacuum Proof Civic for Hive-Minds
- Added the Selective Kinship Civic for regular empires
- Added a new humanoid inspired portrait
- Added the Federated Theian Preservers prescripted empire to the Lithoid DLC
- Added a new Mechromancy Ascension Perk for Machine Empires
- Added a new Worker Cooperative Civic to the Megacorps DLC
- Added the new Kaleidoscope Midgame Situation in the Nemesis DLC
- Reworked Habitats
- Habitats are now limited to one Habitat Central Complex per system, and a number of Orbitals depending on the stars, planets, moons and asteroids present.
- Major Orbitals are constructed around stars and planets and provide additional district slots to the Habitat Central Complex in addition to modifiers depending on the deposits present.
- Minor Orbitals are constructed around moons and asteroids and only provide modifiers depending on the deposits present.
- Removed Leisure and Trade Districts from Habitats.
- Habitat Upgrade decisions increase the habitability of the habitat and provide additional branch office building slots in addition to increasing district and building slots provided by orbitals. Their cost is modified by your habitat build cost modifier.
- Reworked the number of districts on habitats and the amount of jobs, housing and building slots they provide.
- Reworked Voidborne Ascension Perk
- Modifiers:
Habitat Build Cost: -20%
Max Districts on Habitats: +2
Building Slots from Non-Urban Habitat Districts: +0.25
Jobs from Habitat Districts: +1
- Effects:
Upgrading a Habitat Central Complex allows research of the next level of Habitat technology.
Can construct advanced housing buildings on Habitats
Cannot be taken by empires with the Void Dweller Origin.
- Reworked Void Dweller Origin
- Can now be taken by Hive-Minds
- Can build advanced housing buildings on habitats.
- Modifiers replaced with:
Habitat Build Cost: -25%
Max Districts on Habitats: +2
Building Slots per Non-Urban Habitat District: +0.25 (1 Building Slot for every 4 Districts)
Jobs per Habitat District: +1
- Arcane Replicator Planetary Feature:
Increased the alloys production to 20.
Increased the consumer goods production to 10. No longer produces Consumer Goods for empires that don't use Consumer Goods.
- Species trait, no longer decreases pop growth speed.
- Cannot take the Voidborne AP.
- Pre-scripted ideal planets have been replaced with systems rich in resource deposits.
Pre-scripted system 1 will have:
The habitable world is replaced with a frozen world with a size 3 Engineering deposit
Three planets, moons or asteroids with an 83% chance of a size 1 Physics, Society or Engineering deposit and a 17% chance of a size 2 Physics, Society or Engineering deposit each.
These deposits are in addition to whatever else might be spawned by the game.
If the Void Dweller (Sol) starting system is selected, this will be Alpha Centauri.
Pre-scripted system 2 will have:
The habitable world is replaced with a molten world with a size 3 Alloys and size 4 Minerals deposit.
Three planets, moons or asteroids with a 83% chance of a size 1 Minerals or Energy deposit and a 17% chance of a size 2 Minerals or Energy deposit each.
These deposits are in addition to whatever else might be spawned by the game.
If the Void Dweller (Sol) starting system is selected, this will be Sirus.
- Tradition Swaps
Adaptability Finisher now gives +50% resources from deposits on habitats that give raw resources
Expansion Finisher now gives +1 Max District on Habitats
Modular Superstructures now gives +1 Housing from Habitation Districts and +10% Max Districts on Habitats
- Habitats that are blown up by a colossus now leave behind a Ruined Habitat Megastructure, which can be repaired into a fully functional Habitat Central Complex.
- Reworked jobs that primarily produced trade and introduced the specialist strata Trader job.
- Trader jobs added producing 8 TV for 1 CG upkeep
- Clerks produce 3 TV and 3 Amenities (was 4 TV and 2 Amenities) and provide +1% planetary trade value
- Commercial Zones building now provides 1 Trader job and 2 Clerk jobs (was 3 Clerk jobs). Commercial Megaplex building now provides 2 Trader jobs and 4 Clerk jobs (was 6 Clerk jobs and 1 Merchant Job).
- Shattered Ring Trade Districts now provide 1 Trader job (was 1 Clerk). Ringword Trade Districts now provide 2 Trader jobs and 6 Clerk jobs (was 2 Merchants jobs and 6 Clerk jobs).
- Numistic Priest jobs added producing 8 TV, 2 Unity and 2 Amenities. Numistic Shrine now provides 4 Numisitic Priest jobs (was 2 Priests and 2 Merchants).
- Trickle Up Economics tradition now gives Clerks +1 Amenity and +1 TV production.
- Commercial Enterprise tradition now makes Traders give +2 Amenities and Commercial buildings and Trade Districts provide additional Trader jobs (was Commercial buildings and Trade districts provide additional Merchant jobs).
- Reduced the number of Merchant jobs from the Galactic Stock Exchange to 1 (was 2 Merchant jobs).
- Merchant Guilds Councilor now increases Trader output by 0.4 TV per level (was increases Clerk output by 0.4 TV per level).
- Added the new Myrmeku colony event chain.
- Added the First Contact event chain The Trial.
- The Colonization Vessel for Eager Explorers now has a unique ship model.
- Added new Node Culling (Hive-Mind) and Node Reformatting (Machine Intelligence) agendas.
- These agendas are unlocked by researching a Tier 2 Society (Statecraft) technology. Culling or Reformatting a Node removes the Node and replaces it with a fresh Node with different traits. The maximum skill of this new Node depends on the any modifiers to starting leader skill and the new "Restored Node Additional Skill" modifier.
- Added "Restored Node Additional Skill" increase the starting skill level of new Node generated by the Node Culling (Hive-Mind)/Node Reformatting (Machine Intelligence) agendas.
- Expanded Leaders from Enclaves
- Hiring a Shroudwalker Teacher now gives you a level 5 Governor instead of being able to enact a planetary decision.
- You can now hire a Master Salvager level 5 Scientist from the Salvager Enclave.
- The Governors you can hire from trader enclaves now have unique traits and are no longer immortal.
- Leaders hired from enclaves can now be appointed to unique Council Positions (Requires Galactic Paragons)
- Attacking an enclave from which you have hired a leader causes that leader to leave your empire, with additional consequences if they are on the council.
- Reduced the RNG required for pursuing an Ascension Path.
- Removed the tech requirements from the Engineered Evolution, Mind over Matter, The Flesh is Weak, Organo-Machine Interfacing, Synthetic Evolution and Synthetic Age Ascension Perks.
- These Ascension Perks can now be taken as your third AP instead of second.
- Taking these APs will now grant access to an Agenda which gives progress in technologies relevant to the Ascension Path. These Agendas are faster to enact and have reduced cooldown compared to most other Agendas. Additionally, the enactment time for the Mind over Matter Agenda depends on your empire ethics.
- The Teachers of the Shroud Origin grants access to the Mind over Matter Agenda.
- Under One Rule origin now has one more conclusion event, after ascension.
- Supremacists now allow xeno species on the council if they have Selective Kinship civic (but only from their species class)
- Environmentalist Empires with their Ranger Lodge built can now enact a decision to create additional natural blockers on their planets.
Improvements
- Automation Improvements
- Sector Automation is removed in favor of Planetary automation, which no longer require a defined resource stockpile.
- You can now forbid the planet automation to use specific resources.
- New Player Improvements
- Added new tutorial steps to help new players learn core concepts such as Toggling the Galactic Map and Unpausing.
- Civilian Difficulty now blocks Homicidal, Despoiling, Criminal Syndicate, and Assimilator Empires. It also reduces the Fanatic Xenophobe spawn rate by 80%. Finally it blocks homicidal event empires from spawning.
- Deficit and Rebellion Situations progress 90% slower on the Civilian Difficulty and 50% slower on Cadet Difficulty
- Added a location marker to the "First Colony" event, making it easier to find your new world.
- Improved Origin tooltips by making use of Nested Tooltips.
- Improved clarity and formatting of auto-generated Civic tooltips.
- L-Gate Insight and L-Gate Activation Technologies are now considered Dangerous.
- Lost Colony Origin is now playable by Gestalt empires (Hive Minds and Machines)
- Omega Theory technology is now considered Dangerous.
- The Common Ground and Hegemony origins can now be selected by gestalt empires that do not have any of the following civics, Devouring Swarm, Terravore, Determined Exterminator.
- The randomly generated federation members for the Common Ground origin can now also be machine intelligences or hive-minds.
- Decreased the frequency of hive-mind federation members. Increased the frequency of machine federation members if the player is a machine empire.
- Automatic designation for Rural, Mining, Energy and Farming designation now accounts for buildings that boost mineral, energy or food output.
- The tooltip for number of districts on the planet UI now lists the number of district slots used.
- Choosing the Consume Planet planetary decision as a terravore will now start a situation that will consume the entire planet, sparing you from clicking the button numerous times.
- The From Beyond Science Ship now uses components suitable for it's origins.
- Added an introductory event for Holy Worlds, found on the fringes of Fallen Empire territory.
- Added events for Scion empires surveying a Fallen Empire's Holy World for the first time.
- Added Habitat Central Complexes to the shipset preview in Empire Creation.
- Various triggers no longer check for the mining_habitat, energy_habitat or research_habitat flags, they instead check for modifier values.
- Habitat level in the outliner now ranges from I to X. Habitat level is increased by Upgrade Habitat decisions and determined by planet flags. Only levels I through to III are used in unmodded games.
- Constructing a Habitat Complex now triggers a Toast instead of an Event.
- Constructing an Orbital triggers a Toast.
- Adjusted the orbit angle of Europa to prevent objects in orbit from clipping into those in orbit of Io.
- Standardized highlighting color used on Tradition tooltips.
- Added effects to Infected planets stage 1-3, infested planets by the scourge crisis and added entity with effect for hive worlds.
- Added extra checks so the policies screen will properly show which policy would put you in breach
- Small visual update on shroud creature
- The Knight's habitat now orbits their homeworld, not a moon.
UI
- Added a popup message for when your Co-op group is disbanded
- Make the Empire Size tootltip total include the floor as well as an explanation when applicable
- Make the Advisor Window not hide the Outliner
- Ship component modifiers from Archaeoengineers are now included in the stats in the ship designer and ship design window.
- Right-clicking a starbase icon in the galaxy view now allows you to select fleet orders targeting that starbase.
- Custom ship designs can now be created even if Auto-generate designs is enabled.
- Fixed planet modifier icons not updating correctly when removing and adding a modifier at the same time.
- In fleet view related tooltips added X icon in front of unfulfilled conditions. Added green checkmark in front of condition that is positive.
- Fixed tooltip for edict checkboxes not appearing.
- Added a scrollbar for the list of selectable council positions.
Balance
- Edicts now have an activation cost equal to their monthly cost.
- Major changes have been made to the leader XP penalty for being over leader capacity. The curve has been adjusted to a nonlinear one that no longer reaches -100%.
- Leader Capacity in the top bar will now turn yellow until you are at double your base capacity, after which it will turn red.
- Buffed Catalytic Processing civics.
- Principal Catalyst (regular empire) council position effects: +2% Metallurgist output
- Chief Catalyst Officer (megacorp) council position effects: -5% Food Upkeep for Jobs.
- Chemist, Translucer and Gas Refiner jobs (and their gestalt equivalents) now have food upkeep for Catalytic empires. Mineral:Food ratio is kept at 2:3 much like Metallurgists:Catalytic Technicians, meaning that these jobs have an upkeep of 15 Food. Machine Intelligences with the Organic Reprocessing civic no longer have -1 to food production for Agri-Drones.
- Catalytic Technician, Chemist, Translucer and Gas Refiner jobs (and their gestalt equivalents) with Food upkeep have 1.25x the Base Output of the equivalent jobs with Mineral upkeep.
- Rebalanced Ruler strata jobs.
- Science Directors no longer produce Unity.
- High Priests produce additional Unity instead of additional Amenities compared to Politicians.
- Executives produces slightly less Unity than Politicians and now have a small amount of Energy upkeep in addition to their Consumer Goods upkeep.
- Colonists are now worker strata jobs.
- Pre-scripted ideal worlds are now flagged to not have anomalies.
- Embassy Complexes now grant a politician job. Grand Embassy Complexes now grant two politician jobs.
- The Vat-Grown trait from Genetic Ascension now renders the species completely infertile. The cost of the trait has been reduced to 2 points.
- Made Calamitous Birth's unique deposit increase the effectiveness of Lithoid unique traits by 50%. Made the Lithoid Crater only negativly inpact non lithoid species.
- Nationalist Zeal now gains +5% Diplo Weight per rival.
- Archaeotechs balance updates:
- Halved the energy upkeep of the Facility of Archaeostudies.
- Allowed the Expertise Archaeostudies trait to be selected in more cases.
- Added the Archaeotech Focus admiral trait, which grants increased damage and fire rate with Archaeotech weapons.
- Decreased the research speed and draw weight for Archaeotech from the Expertise trait, but made it reduce the Minor Artifact cost for ship components.
- The Archaeoengineers AP now reduces Minor Artifact cost for ship components by 10%
- "Scion" empires are now twice as likely to see an intervention (in the form of a task or reward) from their Overlord during the first 25 years of play. Normal probability (approximately a 1 in 50 chance each year) applies after that first event has fired.
- Leaders granted during the course of the "Scion" Origin now come with revised Traits and other such related perks.
- Increased a potential 2-year Trade Value bonus from Spy Network event "Drain on Resources" from 1% to 8%. This bonus ("Enterprising Spy Network") still requires you to first have a trade agreement with the espionage target.
- Xenophobe Supremacist faction is now unhappy when xenos are present on the council
- Buffed the Asteroid Hive Guardian strike crafts.
- The Supremacy Diplomatic Stance now applies a -50% modifier to diplomatic weight gained from technology and economy.
- All the Ascension Civics now grant your starting planets +1 Ascension Tier.
- Reduced Ranger Jobs from Ranger Lodge by 1. Ranger Lodge now provides 1 additional Ranger Job per natural blocker.
- Rangers now produce small amounts of energy, minerals or food depending on the natural blockers present on a planet.
- The Opinion lost with the Trader Enclaves for canceling a trade deal now scales with size of the deal.
- The starting head of research for Remnants empires now has the Archaeostudies Expertise trait.
- Increased the range of Macro Batteries by 50%.
- Reduced the draw chance of Archaeotechs if you don't have the Archaeo-Engineers AP.
- Defender of the Galaxy's opinion boost now only applies to independent normal empires.
- Deficit situations now reduce the base output of relevant jobs.
- Reverted changes to Feudal Society that were introduced in 3.8.
- Bio-Trophies are now considered culture workers.
- Slightly reduced the base unity output of Bio-Trophies.
- The Chosen will no longer spawn on Cadet or lower Difficulty or if the game is set to have no AI empires.
- Being declared a crisis counts as being in breach of galactic law for the purpose of gaining menace.
- Added an activation cost to all edicts because you all can't be trusted with this power otherwise
- Pompous Purists now have +10% Diplomatic Weight when opposing resolutions.
- Hydroponics Habitat Designation now increases food production from farmers
- Hydroponics Farm Building now gives 3 farming jobs.
- Machine Intelligences now have access to the Harvesters trait
- Payback Origin
- Restoring the MSI warship to a Habitat now costs 2000 Engineering research, but also grants Habitats as a research option
- Added the Atmospheric Infuser planetary feature to the unique habitat, granting +40% Habitability
- Technological Cache planetary feature now grants +10% Research from Jobs, 2 Researcher (or equivalent) jobs and +8 Max Research District Capacity
- Knights of the Toxic God Origin
- Added the Order's X-Calibrator planetary feature to the starting habitat, granting +40% Habitability
- Order's Demesne districts now give +0.5 Building Slots, +6 Housing and 2 Squire Jobs
- The Order's Castle and Keep now give 2 squire jobs
- Owning the Maw of the Toxic Entity now allows construction of Demesne Outposts in systems with Knight Habitat Complexes. These are Major Orbitals that give Knight jobs instead of modifiers depending on planetary deposit.
AI
- Told the AI it can build habitats in systems without Starports.
- Increased the weight for the AI to build habitats by a factor equal to the number of planetary bodies that support mining and research stations.
- Increased the weight for the AI to build habitats in the Core Sector.
- Increased the weight for the AI to build habitats in Void Dweller pre-scripted systems.
- Increased AI weight on habitat techs and AP where appropriate.
- The AI will now build a maximum number of science ships equal to the number of scientists they have that can crew them + 1 or 5, whichever is lowest.
- Made AI Void Dwellers more likely to take Expansion Traditions and less likely to take Adaptability Traditions.
- Increased AI weight for Voidborne AP if they have the Void Hive Civic, Knights of the Toxic Gods Origin or restored MSI’s flagship into a habitat with the Payback Origin.
- Increased Void Dweller AI budget for building habitats.
- Increased alloy income requirements for Void Dweller AI empires.
- Made AI Void Dwellers more likely to take Expansion Traditions and less likely to take Adaptability Traditions.
- Increased Void Dweller AI budget for building habitats. Tweaked AI weights for habitat megastructures.
Performance
- Fixed a case where country modifiers would continually recalculate every day
- Improved the performance of the council view by decreasing the amount of texture loading.
- Improved the performance of the leader list view by decreasing the amount of texture loading.
- Refactored calculations for trade value from living standards, leading to increased performance in the late game.
- Parallelized the Construction Queue updates for improved performance
- Parallelized trade route and piracy computations for improved performance
- Optimized ai evaluation of subjugation actions for better performance
- Improved performance by reworking the way multiple old events are fired, using on_actions instead of mean_time_to_happen
- Optimized triggers for a bunch of jobs, casus belli and opinion modifiers so they will evaluated less often, improving performance
Bugfix
- Ground Combat will no longer kill the last few pops of a regular colony through collateral damage
- Blocked players from being able to hotjoin as the Habinte Unified Worlds
- Fixed some leader traits that were not updated to be tagged as councilor traits.
- Prevented repeat appearances of an advisor popup triggered by other empires beating you to mutual First Contact.
- The initial Zroni digsite may no longer spawn on colonized planets.
- Hive Minds are now spared from having to wrestle with the metaphysical ramifications of a 'zeitgeist'.
- "Imperial Fiefdom" empires which are engaged in a war of independence against their Overlord may no longer opt to stay loyal to that Overlord once it begins to fracture.
- Empires which consume their constituent Species (such as for Livestock or as part of Grid Amalgamation) no longer hold negative Opinions towards fellow Xenophages.
- Occupying a Pre-FTL habitat (such as the one found in Federation's End) by way of military invasion or Operation Infiltrate Society now causes the correct type of capital building to spawn.
- Fixed Outliner observer button not becoming available when you get a game over.
- Fixed random empires sometimes having civics without their trait requirements (e.g. non-Aquatic Hegemon Subordinates with Anglers).
- Fixed empire's founder species not being updated after modifying all of the founder species' pops.
- Corporate Culture Site building will now change to Autochton Monument when reforming from Megacorp to Normal Empire
- Players can now rebuild merc enclave (in the same system) after it being destroyed
- Corrected the descriptions of deposits left as part of a pre-FTL interaction event, "Land Grabs".
- Fixed some modifers (such as armor) being applied to starbases twice.
- Fixed High Gravity planet modifier description for non-English loc
- Fixed Machine Empire separatists spawning without a valid government.
- Imperial Vassals can no longer trade their heirs to Overlords
- Temporary mercenary admirals from rented fleets no longer cost unity upkeep
- Name Randomization for Letters Of Marque + Criminal Syndicate should now work correctly
- Monuments which are added to colony worlds as part of the "Under One Rule" Origin are now dismantled (which is to say, the modifiers are removed) if that world changes ownership through trade or conquest.
- Corrected some adjectives used to refer to species classes - most notably those events which announce the discovery of pre-sapient lifeforms.
- Fixed edicts being unactivatable if your resources are less than the edict's upkeep cost.
- Corrected the spelling of Ukrainian entries in the UNE namelist, 'Human 1'.
- Added location data for the initial steps in all precursor event chains.
- Corrected various gendered pronouns in Galactic Paragons' "Death of a Great Leader" event.
- Fixed buttons consuming mouse events that they shouldn't.
- Fixed issue where, if other orders are available, the "Move Here" order in the galaxy view would always go to the star, not the starbase.
- Fixed slave revolts being able to spawn with a non-democratic authority.
- In the galaxy view, moving a fleet to the same system that it's currently in will now move it to orbit around the starbase or star.
- The "Strange Signal" / "Love's Labor's Lost" anomaly no longer appears for empires with the "Remnant" Origin. Cultural historians may rest a little easier now.
- Updated various sound effects used in the course of "Knights of the Toxic God".
- Added tooltips for council_agenda_progress_percent trigger.
- AI only anomalies that were supposed to spawn energy deposits now correctly do so, instead of spawning mineral deposits.
- Aiding the population suffering from the Zoonotic Plague will now halve the likelihood that a pop dies every month.
- Cease Robot Assembly decision now requires the Robotic Workers technology.
- Empire opinion of criminal syndicates will only be affected by branch offices inside the empire.
- Empires who are trying to become the crisis will no longer be asked to lead the galaxy in the War in Heaven.
- Fixed certain conditions for auto-migration e.g. being the last pop on the planet not being taken into account
- Fixed Gene Seed Purification not being randomly rolled in some cases.
- Fixed Habitat Central Control not giving some jobs for Corporate empires.
- Fixed incorrect building being shown behind Managers in the job view.
- Fixed not being able to roll Neuro-Quantum Link in some cases.
- Fixed scripted effects that alter Agenda Progress being able to set Agenda Progress to a negative value.
- Fixed the Death Cult civic listing an unobtainable civic in requirements. [X] Unity concept and playing around with header colours.
- Fixed the Guardian trait not applying its modifiers correctly.
- Fixed the tooltip for the adoption effect of Genetic Traditions not mentioning unlocking Clone Vats
- Immortal leaders should no longer get traits that increase their longevity.
- Removed criminals providing trade value in some cases. Made modifiers from living standards triggered to hide them.
- Robots with Servitude Citizenship can no longer have Shared Burdens or Employee Ownership Living Standards.
- Ship as Concept now uses your existing Science Ship designs.
- Subjects now support their Overlords resolutions in the Galactic Community correctly
- The Imperial Ruler/Heir trait now states that the leader does not have any unity upkeep.
- The Curators will once again have their minds blown when you figure out what the infinity sphere was doing.
- Fixed the Insidious Plot event happening to pre-FTLs.
- Renowned and Legendary Leaders can no longer be replaced with synthetic infiltrators.
- The Distress Signal event will no longer assume that the exploratory vessel is a science one nor that it has a leader.
- A hivemind will no longer talk about your multiple minds when establishing an embassy if both of you are gestalts.
- Fixed issues with name scoping in the The Charyoni Shielded event.
- Fixed the Last Gift situation not ending properly if you performed one of the special projects with a hired fleet.
- The Evacuation Protocols edict for the Doomsday Origin will now be available if your only available colony is artificial.
- Fixed the Reanimated Skydragon not using the zombie model.
- Gray, The Oracle, and The Beholder should no longer gain brain slugs no matter how cute they are.
- Removed any mention of a 365 day calendar in Stellaris.
- Fixed some force spawned empires having broken starbase configurations when spawned.
- Renamed several message types in the message settings to prevent duplicated message names.
- Fixed damage output of Macro Batteries.
- Added some missing draw weight modifiers to arcane deciphering.
- Custom human empires with Lost Colony now correctly spawn a parent empire
- Fixed the Spore Artillery of the Voidspawn not having correct stats.
- Stopped the pre-ftl tech progression situation from incorrectly not being destroyed or incorrectly being created in some cases.
- You can no longer designate a shattered ring segment to be a generator world if you cannot build generator districts on it.
- Blocked Incorporate Artifact Relays decision for Rogue Servitors
- Fixed Starbase upgrade cost being able to go negative
- Wenkwort modifiers now apply to culture workers, not administrators.
- Planets conquered by the Khan no longer have all of their districts and buildings ruined, though some hive-mind or machine intelligence specific buildings may still be lost.
- Set the Imperial Fiefdom overlord to never spawn naturally.
- Fixed being able to remove claims when at war if using the galactic map widget
- Habitat capitals now provide Evaluator jobs instead of Coordinator jobs
- Void Dwellers now get various buildings added by civics on game start if they have enough free building slots.
- Void Dweller Sol system now uses the updated Sol system textures.
- Gestalt empires with the Empath or Rogue Servitor civics can now correctly pacify Amoebas and Crystalline Entities
- Prevented the nested tooltips for Edicts and Traditions pointing to the Unity concept to stop an infinite loop.
- Fixed inability to focus on civilian ships by double-clicking them in the outliner
- You can no longer construct an Orbital Assembly Complex on a Ringworld or Habitat
- Fixed "In Breach Of The Galactic Law" not working properly
- Fixed a broken trigger for Psionic Theory technology
- Fixed a typo in "Colony Gained!" event
- Fixed issue with tooltips flickering when ending up under mouse when having concepts
- Fixed megastructures not deselecting when you open a sidebar view.
- Pre-FTL civilizations now have a non-infinitesimal chance of spawning with the "Forcefully Devolved" trait
- Stopped some leaders (like Grey) being able to become a Chosen One
- The Habinte United Worlds will now upgrade their fleets after being angered. No more naked designs!
- The Last Amoeba will not be automatically attacked by hostile ships in ranged, even if you have an aggressive first contact policy
- You can now rebuild the Knight's habitat if it is blown up, though this does not allow you to continue the Quest.
Modding
- Added is_paused script trigger.
- Added diplo_weight_rivals_mult modifier, which increases diplomatic weight for every rival the country has.
- Updated Starbase and Orbital Ring armor values to use scripted variables.
- Added unused modifiers for Restored Growth/Cognitive/Legion/Regulatory Node Additional Skill.
- Add agenda_cooldown and agenda_finish_modifier_duration parameters for council agendas to override the default defines.
- Add support for script_values in council agenda agenda_cost field.
- Added documentation for council agenda script.
- Removed ethic and initial_effect_custom_loc unused parameters from council agendas.
- Rename council agenda modifiers parameter to modifier, and remove mandatory curly braces usage.
- Added ship_friendly_territory_armor_add, ship_friendly_territory_armor_mult modifiers.
- Add is_on_galaxy_map event trigger for the local player's camera.
- Add set_ship_design effect to change an existing ship's design.
- Added diplo_weight_opposing_mult modifier, which increases diplomatic weight when opposing the current resolution.
- Added triggered_ship_design_modifier for component templates.
- Traditions now support triggered_modifier.
- Fixed message_setting_key not being localized.
- Added effects to give ability to change ruler and council position titles from script.
- random_weight for ethics now takes a country as its root scope.
- Fixed if_scaled_resolution not working correctly for all UI scaling values.
- Fixed ship_piracy_suppression_add and ship_piracy_suppression_mult not working in component templates' ship_modifier and triggered_ship_modifier.
- Updated some missing and inaccurate information in the tradition documentation.
- Added a hide_modifiers = yes / no parameter for civics and origins. It hides the modifiers from tooltips.
- Added add_council_agenda_progress_percentage effect and council_agenda_progress trigger.
- Added empire_size_add modifier.
- Added is_garrison trigger to check if a fleet is a garrison.
- Added on_colony_monthly_pulse on action that fires monthly based on the colony founding date.
- Added on_ship_disbanded on action. Fixed disbanding orbitals by the disband ship button not clearing the has_megastructure flag.
- Added hide_name = yes / no for megastructures.
- Added starbase_modules/00_example.txt to documentation accepted parameters for starbase modules.
- Better error logs for breaking max recursion limits in scripted effects and triggers.
- Changing the blocking of gestalt destiny traits from hardcoded to use the correct gamerule instead.
- Fixed dynamic event targets (with @ in them) failing when used in various places e.g. "exists = event_target:test@root".
- Fixed dynamic event targets being unable to understand dot scoping.
- Improved documentation for a number of effects.
- Made it possible to have interface defines that don't affect the checksum.
- Set numeral_0_icon to be $BLANK_STRING$.
- Split Origin and Civic descriptions into description and negative_description.
- Updated the script documentation for the create_leader effect.
- Added is_void_dweller_empire scripted trigger, which checks for either the Void Dweller origin or Voidborn AP.
- Trade deposits are no longer flagged to be mining station deposits.
- planet_housing_add now shows up to two decimal places.
- Added a define for ground combat collateral damage safe pops. Set it to 3.
- Introduced technicians_add, miners_add and farmers_add inline script to make adding these jobs easier to resource buildings.
- Replaced can_see_in_list parameter for create_leader with hide_leader that also excludes the leader from the leader cap.
- Swapped is_orbital_ring = no for is_normal_starbase = yes
- Trigger graphical_culture now supports the megastructure scope.
- Updated the script documentation for the create_leader effect.
3.8.4.1 (2023-06-15)
VERSION 3.8.4
Balance
- Rebalanced a number of leader traits: Some general and governor traits that previously encouraged moving leaders from planet to planet have been made council traits or had their modifiers changed to discourage this. Resource production traits now require the leader to have at least level 2 to gain the first tier.
- Empire Size now has a floor of 50, and thus can no longer go negative.
- Increased the bombardment effectiveness of large fleets.
- The base rate at which Raiding bombardment steals pops has been dramatically reduced. Each army present on a planet will also protect 2 pops from being vulnerable to Raiding bombardment. (Raiding bombardment is always unable to steal the last pop of a colony)
- Renormalised political power from living standards and reduced base faction unity gain to better fit intended unity production. The Shared Burdens civic no longer grants an increase to the base unity of the Egalitarian faction, as the benefit is now rolled into their living standards.
- Sequential End-Game Crises now get +2 strength multipliers instead of +1.5.
- The Khan now has terrifying admiral traits.
- The opinion modifier from Defender of the Galaxy now only affects normal, non-fallen/awakened, empires that are capable of independent diplomacy.
- Colonists now increase planetary build speed by 10% instead of creating defensive armies.
AI
- Fixed AI hiring a governor without having a planet to assign them to.
- Fixed AI hiring scientists without having science ships to assign them to.
Bugfixes
- Broken Shackles Origin event "Homesick" no longer casts affected Pops into the void
- Adjusted width of MP lobby chat entries so that they don't overlap the scroll bar.
- Council Agenda Costs now benefit from Empire Size Effect modifiers.
- Cyborg general trait will now add +2 combat width, as stated in the tooltip
- Empires with the Under One Ruler origin no longer ignore the initial 20 year cooldown on government reform.
- Federation project Flocks of Cloud should no longer get stuck ad infinitum in the situation log
- Fixed an error in which you may have been prevented from using Operation Crisis Beacon again - beyond the intended 4-year lockout period - if said Operation was aborted after confirming its target.
- Fixed duplicate tradition names in French
- Fixed Imperial Heirs not having a starting leader trait.
- Fixed queued move orders from a system with an FTL inhibitor not being displayed correctly.
- Fixed randomly generated empires having DLC-locked civics.
- Fixed randomly generated species having DLC-locked traits.
- Fixed randomly generated species having invalid trait and climate preference combinations.
- Fixed randomly generated species not having enough traits if it has traits (such as Aquatic) that are required by something else.
- Fixed the bonus leader trait from Aptitude Traditions not applying to Imperial Heirs.
- Fixed tooltip for Beacon of Liberty and Fanatic Purifiers, now they do mention that they are incompatible with Crusader Spirit
- Imperial Heirs are excluded from the effects of The Orb.
- Imperial Heirs that are generals or admirals in empires with Distinguished Admiralty now benefit from the +2 starting level.
- Invalid civics will get removed when authority is changed through event for Under One Rule
- Leaders excluded from the upkeep cost now correctly produce resources
- Pharma State civic is now correctly blocked by Payback and Broken Shackles.
- Removed DLC lock on some faction demands that were introduced in 3.8
- Set the AI weight for reorganizing the council to 0.
- Void Dweller MegaCorps with the Pharma State civic now correctly replace their starting Holo-Theaters with a Gene Clinic, unless they also have Permanent Employment (in which case it is replaced with the Employment Center).
- Warform no longer has the synth trait and has the second tier of the skirmisher trait.
Improvements
- Imperial Heirs are now up to 10 years younger than regular leaders of the same species. Starting Imperial Rulers are now up to 15 years older than regular leaders of the same species.
- Imperial Heirs that benefit from bonus starting levels now have selectable traits for those levels for owners of Galactic Paragons.
- Imperial Rulers and Heirs now have a 5% chance to start with a negative trait and an additional positive trait. The Philosopher King civic negates this.
UI
- Fixed leader portrait clipping in the level up window.
- Fixed position of Speech To Text button in the MP lobby.
- Fixed width of MP lobby chat text for large fonts and text to speech.
- If a player in your coop group adds a leader trait while you have the level up window open and there are no more traits to add, it will show the last selection.
- Reworked the planet occupation icon frame
- Selecting a ship by clicking it will now ignore its bounding box if it has a collision mesh.
Modding
- Empire size string now uses the actual defines instead of localized numbers for its message.
- Made it possible to set what leader portrait container to use for each location of the new portraits
- Made reload_gui console command more stable
3.8.3.1 (2023-05-30)
VERSION 3.8.3 Patch
Improvements
- It is now possible to rename council positions by clicking on council position name in the council view.
- Added additional event chains to Under One Rule.
- Under One Rule now will take into account if the ruler was bad or good towards citizens.
- Added a checkbox to toggle automatic expansion of a sector in the sector editor
- Made the three different "Terraforming Candidate Discovered" events turn into messages if you have already found one before.
- The pre-sapients that worship the Beholder now have the Psionic trait.
- The Beholder's Psi-Inoculation process is now a pair of decisions to toggle it on and off, instead of a decision to be enacted for each pop you want to become psionic.
- The Animator of Clay has blessed the corroded one.
- Imperial Heirs will now be more likely to adopt the class of the current ruler if you have the Philosopher King civic.
- Imperial heirs will now have their chosen class weighted by civics and traditions that give bonuses to specific leader classes.
- Added the Reorganize Council agenda, which allows reselection of unlocked council positions without the need to reform the government.
- Beholder now has a recruitment event, and Azaryn's recruitment event has a couple more options
- Added a checkbox in the army tab of the planet view to control if a planet is used via the sector army builder or not
- Added scroll wheel speed settings
- Leaders in the leader pool that start with a negative trait, now correctly gets one less additional negative trait during their lifespan.
- For players without Galactic Paragons, leaders will more often get traits that match if they're assigned as councilors or not.
- Increased the age span of new leaders, but weighted towards the middle. Initial Leaders will now also be roughly the same age as pool leaders.
- The edict fund is now shown in the council view.
- Imperial empires can now crown a Chosen One to be the Divine Sovereign if the Chosen One is the current ruler or heir.
Balance
- Legendary leaders do not count towards Leader Capacity.
- The Eager trait now has an additional effect: these leaders will not contribute towards Leader Capacity until they reach level 4. Assigned some event spawned leaders the Eager (II) trait.
- Admirals that command fleets hired from marauders no longer count towards your leader cap.
- XP Penalties for going over leader capacity have been reduced. The LEADER_CAPACITY_XP_SCALE define has been added for modders to be able to easily adjust this number.
- Military fleets led by an Admiral can now explore unsurveyed hyperlanes. (This does not permit Admirals to survey planets, anomalies, or wormholes.)
- Admirals no longer give Fleet Command Limit based off of their level.
- Researching Galactic Administration now removes the cooldown for government reform, this was previously only done if you obtained it via Statecraft traditions.
- Rebalanced many traditions and ascension Perks.
- Opener for Aptitude traditions now gives +1 trait, moved from the Finisher. This is retroactively applied to leaders that have been hired or are in your leader pool.
- The Empire Needs You now gives -25% Leader Hire Cost instead of +1 Leader Capacity.
- Specialist Training now gives +25% Leader XP Gain.
- Psychological Profiling now gives -25% Leader Upkeep Cost in addition to -1 Max Negative Traits.
- Healthcare Program now gives +20 Leader Lifespan instead of +10 Leader Lifespan.
- Aptitude Finisher now gives +1 Leader Capacity and +1 Leader Trait Pick options instead of +1 trait.
- Science Division now gives -10% Scientist Cost and Upkeep instead of +20% Scientist XP Gain.
- Polytechnic Education now gives +10% Leader XP gain instead of +20%.
- Colonial Viceroys now gives -10% Governor Cost and Upkeep instead of +20% Governor XP Gain.
- War Games now gives -10% Admiral Cost and Upkeep instead of +20% Admiral XP Gain.
- Mind and Body now gives +10 Leader Lifespan instead of +20 Leader Lifespan.
- Finisher effect for Statecraft now grants Galactic Administration as a research option with 25% progress instead of giving the tech for tree.
- Resistance is Frugal now also gives -10% General Cost and Upkeep.
- Imperial Prerogative now gives +2 Leader Capacity in addition to its existing effects.
- Transcendent Learning Prerogative now gives +2 Leader Capacity, +1 Leader Pool Size and +33% Leader XP gain.
- Aptitude Tradition "Champions of the Empire" now gives bonus per Leaders' levels. Effect is now a flat -2 Empire Size per Governor level, and 0.5% Exp per Scientist level (and 2 Naval capacity per Admiral/General level)
- Guardian trait maximum effect is now +33% Defense Platform Damage and Hull Points.
- Frontier Spirit trait maximum effects changed to -10% Colony Ship Cost and +50% Colonization Speed and +1 starting pop for colonies.
- Cyborg generals now increase planetary combat width.
- Reduced passive experience gain by 30% for Progenitor Hive leaders from level 1-6 and 50% for Progenitor Hive leaders between 7-10.
- Gray Eminence destiny trait now reduces the effects of empire size, instead of reducing empire size directly. Updated Aturion Efficiency to match Gray Eminence.
- Now imperial rulers do not lose imperial heir trait, so they don't become worse when they take over the country.
- Lowered the spawn chance for the legendary paragon Keides by 75%.
- Autocannons are no longer valued at three times their intended military power.
- Now criminals are also unhappy when under oppressive autocracy civic
- Kai-Sha's "Expanded Contact Network" event will now upgrade her Shady Contacts trait if she already has it. And gives intel on other empires if it has already been maxed out.
- Replaced -20% Empire Size reduction for Aturion Efficiency trait with -10% Empire Size Penalty.
- Leader traits that have base resource production now produce the market equivalent of 8 energy/month for tier 1 and 24 energy/month for tier.
- Aggressor admiral sub-class now gives +7.5% weapon damage.
- Artillerist II trait now gives +7.5% tracking.
- Fortifier trait now scales between -5% Starbase upgrade cost and -5% Defense platform cost at tier 1 to -10% Starbase upgrade cost, -10% Defense platform cost, +5% Starbase hullpoints and +5% Defense platform hullpoints at tier 3.
- Armada Logistician trait ship upkeep maximum reduction is now -10%.
- Military Pioneer trait maximum effects are now +20% Ship Build Speed and -10% Ship Build Cost.
- Guerilla Tactician now gives a flat 10 Evasion instead of a +50% Evasion multiplier.
- Architect of War now gives -10% Military Ship Cost.
- Charisma trait now has a maximum Edict Upkeep reduction of -10%
- Removed -5% Military Ship Cost from the Strategist sub-class
- Geological Consultant trait maximum effect reduced to 9 months of unity per blocker removed.
- Retired Fleet Officer trait maximum effects reduced to +20% Ship Build Speed and -10% Ship Build Cost.
- Agrarian Upbringing trait now checks for country_uses_food = yes instead of being biological.
- Shipwright maximum effects reduced to +10% Ship Build Speed and -10% Ship Build Cost.
- Frontier Spirit maximum effects reduced to -10% Colony Ship Cost and +45% Colonization Speed.
- Architectural Sense maximum effects reduced to -10% Buildings and Districts Cost, -5% Buildings and District Upkeep, +25% Planetary Build Speed.
- Experimenter trait now gives a maxium of 2×Leader Level Research Points per month.
- Explorer trait maximum effects reduced to -10% Science Ship Cost and +25% Anomaly Research Speed.
- Expansionist maximum effects reduced to -10% Outpost Alloy and Influence Cost.
- Great Researcher trait now gives 5×Leader Level Research Points per month.
- Taskmaster trait XP reduced from 600 to 500. In return it now has soldiers produce 2/2/2 Energy/Minerals/Food (for countries that use food) or 3/3 Energy/Minerals (for countries that don't)
Bugfixes
- Under One Rule now changes to Imperial Authority when transitioning to Galactic Emperor or Psionic Sovereign.
- Intellectual Espionage trait now takes into account all researcher category jobs on the planet.
- Fixed an issue where the Expanded Hive Warren would get deleted if there was no remaining unupgraded Hive Warrens on the planet
- Updated all researcher jobs to check for Academic Recruiter.
- Increased the army upkeep from Disorder II trait.
- Chainbreaker trait now requires Egalitarian ethics.
- Honored Warmaster trait now requires Xenophile ethics.
- Commented out cut prospecting decision.
- Kidnapper trait now checks that the general's owner allows slavery instead of checking their ethics.
- Taskmaster trait no longer gives an undocumented +5% Building Speed per soldier job.
- Now you can't terraform with Azaryn without launching her special ability.
- The Death of a Great Leader event should no longer fire when you send a leader off to the Keepers of Knowledge.
- Cloaked Ships will no longer block starbases from being rebuilt.
- Moved gestalt nodes further apart from each other in the council view so that trait picking doesn't get blocked when they have a lot of traits.
- The planet visuals should now update properly when planets change class
- Fixed an issue where traits given via event options would not correctly display triggered effects
- The ambience sound effect played in the council view is now properly affected by the ambience volume slider
- Fixed an issue where leaders that changed empires would retain their council position in their old empire
- Updated all researcher jobs to check for leader_trait_academia_recruiter
- Fixed a bug where modding the species appearance would not apply to the ruler
- leader_trait_industrial_espionage now takes into account all researcher category jobs on the planet.
- The Scholarium Investigator leader trait now gives +25% Assist Research Efficiency instead of failing to give 10% Research Speed as a non-council trait.
- Fixed a COOP bug where it was possible for several players to unlock council positions at the same time resulting in duplicates
- If there is a wormhole in the capital system, then the Keides wormhole will spawn in a random neighboring system 1-2 jumps away
- Cordyceptic Stargazers now correctly spawn with an amoeba fleet again.
- Fixed Eager Explorer empires spawning with an extra scientist.
- Slaves are now properly set under dystopian living standard
- Any Gestalt empire generated after game start (e.g. from machine uprising) should now correctly get their Gestalt council nodes.
- Hyperdrive technologies no longer show duplicated icons.
- Fixed issues where starbase modifiers would apply to defensive platforms when they shouldn't
- Fixed an issue where pre FTL empires spawned from the necrophage origin would spawn in orbit of their planet
- Fixed a bug where ships would sometimes stop following its target when they entered a hyperlane
- Zroni Relic will now add 1 level to the leader, but won't choose trait on random it will be up to player to chose the trait.
- Fixed notification map ping staying visible for some time after dismissing the notification.
- Fixed a bug where some traits would not properly localize their names when their modifiers are part of tooltips
- Fixed a bug where the Insightful trait tooltip would duplicate headers for its effects
- Fixed an issue where it was not possible to unassign envoys from their current task
- Fixed Resilient trait to properly adjust for synths. Did the same for destiny trait which was giving leader life span
- Crusader Spirit Opinion Modifier: Now it gives -80 opinion towards everyone of different ethic and +20 to the same ethic empires
- Fixed issues with the fleet manager where the buttons to increase and decrease the number of ships would not work correctly when using shift or ctrl modifiers
- Rogue Scientist event chain shouldn't trigger for Governors assigned as Head of Science.
- Updated some trigger loc from "No of ..." to "Number of ..." to be more consistent with the rest of the game.
- Fixed Tooltip for Paranoid Leader Trait
- Fixed title case for anomaly.3141 "The Depths of Alien Life"
- The event that allows you to pick a Chosen One no longer says "three individuals" are capable of absorbing such power and proceeds to list four names.
- Events that give the Chosen traits now check that the leader in question is psionic.
- Fixed an issue where you could reinforce a fleet when the template was not filled with the correct ships even though the fleet was filled on command limit
- Fixed the spawn chance modifier of the anomaly The Orb, as it could not spawn before.
- Beholder planetfall error message now states that an empty building slot is required.
- Fixed icon for brainslug species trait again.
- You can no longer psi-inoculate hive-minded pops or those being purged.
- Fallen empire capital planets should now have the correct planetary designation.
- You can no longer create subjects from sectors if the primary species would be an infertile clone army species.
- Marauder admirals can no longer serve on the council or be manually fired.
- Fixed some edges where a ruler could be chosen by a shroud entity but not awarded the trait.
- Added scripted loc for GetDefenseForceOrArmada and GetGDFOrArmada
- Updated Cybernetic Advantage agenda so it doesn't display placeholder art.
- Regular empires no longer have machine or hive-mind leaders in their external leader pools and vice versa.
- Cloned Organs/Self-Preservation Protocols now correctly has the same effects as Mind and Body.
- Fixed incorrect modifiers on the adoption effect of Synthetic traditions.
- Fixed MP lobby chat messages and scroll bar spilling outside the chat box.
- Fixed most tooltips in the game browser not working.
- Fixed Plantoids Species Pack DLC not showing up in MP lobby DLC list
- Fixed misalignment of the DLC icons in the multiplayer lobby
- Fixed icon lists sometimes becoming vertical when they should be horizontal
- Fixed coop presence icons not always showing their tooltip.
- The Interstellar Recruitment Office tooltip now specifies why you can't build it if you already have one in your empire.
- The sentinels archaeology site will now put Azaryn back on her own ship when she returns.
- Fixed a bug where some mercenary fleets would not have an admiral assigned to them
- Mercenary Admirals now get Mercenary Warrior Trait and 2 admiral traits to represent their level
- Mercenary Enclaves should no longer steal their admirals which they just rented out
AI
- AI will now wait until it has at least 5 planets and 25 years before choosing a specialization designation for its homeworld
- Fixed an issue where AI would be unable to build any buildings if they desired to build the Ancient Refinery but did not have access to any minor artifacts
Stability and Performance
- Fixed a number of Out of Sync errors.
- Increased performance in the leader view
- Fixed a crash that would sometimes occur when a scientist was elected ruler while performing science ship orders
- Fixed a rare, but persistent crash when an empire was destroyed
- Fixed a crash that could sometimes happen if there were issues opening or writing log files
- Fixed crash in MP lobby when you confirm disbanding a coop group if the player list changed while the confirmation popup was open.
- Disabled tooltips in the loading screen to avoid crashes related to focus loss.**
UI
- Re-enabled tooltips while the game has no focus as hiding them caused issues for screen readers.
- Added tooltips for the join/leave coop empire button in the MP lobby when you can't click it.
- Added a tooltip for the coop checkbox in the MP lobby when you can't change it due to being ready.
- Use different titles for the multiplayer and coop game browsers.
- The multiplayer game browser now has a column that shows whether a game allows coop.
- Fixed an issue where the active agendas list would sometimes duplicate elements
- Added a new version of the main coop presence view to the topbar for resolutions with width >= 1600
- Auto-confirm disbanding a coop group in the MP lobby if all other players leave the group.
- Modifiers that affect leader experience gain will now be indented under a "Experience Gain Rate:" header
- Added confirmation prompt when selecting a country during hotjoining
- Lysator Syng's hire tooltip now shows that hiring him will give you 3 pirate ships as well.
- Show decimals for power projection breakdown in naval cap tooltip
Modding
- Added setrandom$CLASS$_background_effect script effects, to assign a random background class to a leader. $CLASS$ can be replaced with admiral, general, governor, or scientist.
- Added support for custom_tooltip_with_modifiers for council positions.
- Updated documentation for council positions to include new script support. See 01_test_councilor.txt for an example of a council position not linked to civics.
- Added script effect "unlock_council_selection = yes" to force validation of council positions and allow the player to reselect their council positions.
- Fixed the ethics OverLappingElementsBox not reloading properly
- Fixed the spacing parameter not working for vertical OverlappingElementBoxTypes
- Added new "empire_size_add" modifier, which flatly increases or decreases the Empire size.
- Council position unlock screen will now show council positions which are available by scope check but don't require any civics
- Added console command "debug_trait_weights", which enables logging of some of the trait random roll weights.
- Added military_power_multiplier to weapon components, which allows manual adjustment of combat power assessment for intangibles that are otherwise difficult to automate.
- Use 2 decimals for army upkeep in army view
3.8.2 (2023-05-11)
VERSION 3.8.2 Hotfix
BUG FIXES
- Fixed an issue where the mouse input would be offset when playing with fullscreen on.
- Fixed an achievement not always being awarded correctly.
- Fixed the Kidnapper trait applying to the whole empire population instead of the given planet.
- Fixed a bug where permanent rulers would not get their ascension perks when finishing the special projects to convert them.
- Anglers now once again count as farmers.
- Fixed map tracking sometimes not working for first contacts and archaeology sites.
- Holo-Theatres are now correctly destroyed when a gestalt empire conquers the planet they are built on.
- If an empire stops having Imperial Authority, the Imperial Heir trait is removed from their former heir.
- Leaders can no longer start the game with traits that produce resources. This should stop machine leaders from keeping a bonsai tree garden as a hobby.
- Restored the brainslug species trait.
- You can no longer psi-inoculate hive-minded pops or those being purged.
- Fixed an issue where some situation modifiers were not applied correctly.
- Fixed The Beholder, Keides, Azaryn, and others leaders from Paragon mutating due to traveling through shroud tunnels.
- Now Crusader Spirit will correctly impose the Crusader spirit civic on empires who lose the ideology war.
- Now the Imperial heir will have 0 Unity upkeep (upkeep from negative traits can still apply).
STABILITY
- Fixed a COOP crash when two players were selecting ascension perks at the same time.
- Fixed a crash related to pops with invalid species.
- Fixed a crash that could occur during removal of invalid trade deals.
- Fixed an out of sync related to events.
BALANCE
- The Minister of Exploration now grants +3% jump drive range per level.
- The additional unity duelists gain from the Arbiter of Duels is now added to their base output instead of multiplying the base output.
AI
- Fixed an issue where the AI would repeatedly attempt and fail to invade the pre-FTL empires from the Fear of the Dark origin.
UI
- Event notifications can now be configured in message settings.
- Added ship engagement range modifier to ship tooltip.
- Crime/Deviancy modifiers should now show the correct name in more places.
- Fixed Galactic Paragons not being shown in DLC lists.
- Fixed UI issues affecting the council view for gestalt empires after they unlocked their third civic.
- Fixed overlap between achievements and forum link button in the main menu on non-Steam platforms.
- Fixed text overlap between coop filter and cross platform filter in the matchmaking view.
- Improved the layout of the Multiplayer lobby DLC icons.
- Message settings are now sorted in alphabetical order.
- Message settings that have been changed and later changed back to their default values (without using "Reset Default") will now be saved as changed values.
- The coop filter checkbox in the multiplayer game browser is now checked by default.
- The player name used for Multiplayer is now saved more consistently.
- When hot-joining a coop empire, events that are open for other players in your empire before the hot-join will no longer be shown to the joining player.
- Icons for tiered traits should now correctly display a Roman numeral 'I' for tier 1, for players without Galactic Paragons.
MODDING
- Fixed a case where modded games could crash when using custom leader classes.
- Fixed crash on session start when using modded leader classes.
- Fixed some incorrect documentation for message types.
3.8.1 (2023-05-09)
Galactic Paragons
Galactic Paragons
- Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to expand upon the new Council Mechanics in Stellaris! Find dozens of unique council roles based on your civics and government types, and unlock additional positions as your empire evolves.
- New Dynamic Leaders: Recruit, improve, and follow the leaders of your empire through the ages! You may shape them by picking their traits, selecting their veteran class, and guide them towards their destiny, up until they retire - or perish!
- Meet Galactic Heroes: Attract paragons of renown to your council: unique leaders with their own art, events, and stories may join your empire and bring their own benefits to your government. Or, discover four Legendary Paragons with intricate event chains and unique mechanics!
- New Traditions, Civics, And More:
- A new “Under One Rule” Origin that tells the tale of the leader who founded your empire
- Eight new Civics focused on leadership, from immortalizing the personalities of leaders past in digital archives to heavily optimized council selection via corporate charter
- 12 new Veteran Classes
- Hundreds of new Leader Traits
- Two new Tradition Trees, giving players new edicts and improved leaders
- New ships, art, and story content
- 6 new achievements introduced
VERSION 3.8.1 - Gemini
FEATURES
- Added two Cooperative modes, allowing up to five players per empire. More information can be found in Stellaris Dev Diary #293.
- Cooperative PvE can be initiated from the main menu - all players that hotjoin the hosted game will join the primary player’s empire. This mode is primarily intended for teaching new players or for lower intensity cooperative gameplay.
- Cooperative PvP can be allowed by the host of a standard multiplayer game. When enabled, empires can open themselves up to allow other players to help control their empire. We expect this game mode to be useful for competitive team play.
Please note that Cooperative modes are still considered to be a beta, and may be less stable than standard multiplayer, or may have some unusual experiences. We will continue to polish and refine Cooperative mode over the next few patches.
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Empire Council: Ruling a Galactic Empire is hard work, and your council of trusty leaders is there to help you. Base-game Stellaris now includes a ruling council, where up to three leaders will assist you in ruling your empire - your Ruler, your Head of Research, and your Defense Minister.
- Each leader gives bonuses to their area of expertise, which grow increasingly more powerful as they level up over time.
- Gestalts will have a collection of immortal “nodes”, that will level up and gain new traits over time, which we feel better suits them thematically.
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Ruler Creator: Added a new step in Empire Creation that permits the selection of your ruler’s appearance and starting trait(s).
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Renowned Leaders: Updated several leaders to use new Leader systems:
- Updated Tuborek with new effects to use the Paragon System.
- Updated Reth Unddol with new visuals and effects to use the Paragon System.
- Updated Gray's Menu and effects to use Paragon Systems.
- Updated the Caretaker with new visuals and effects to use the Paragon System.
- Updated the S875.1 Warform with new visuals and effects to use the Paragon System.
- Updated the Oracle with new visuals and effects to use the Paragon System.
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Ground Combat and Bombardment Changes: Several changes have been made to armies and bombardment.
- Army Builder tab added to starbases, which allows easier creation of Assault Armies across a sector.
- An army can be set as a Rally Point - new troops will automatically try to merge with this fleet (regardless of whether they were queued with the Army Builder or the old Recruit button).
- Planets can now select whether or not to Deploy in Orbit any newly recruited armies.
- Planets can now be taken through Orbital Bombardment if all defending troops have been killed. A policy can be set if you wish to refuse this form of surrender, and planets will not surrender to genocidal opponents.
- Bombardment is significantly more damaging than it used to be. More pops will die, and more buildings and districts will be ruined.
- Orbital Bombardment will now scale with the amount of ships bombarding, the first 100 fleet size ships will do full damage, after that each additional 100 fleet size will add 70% of that efficiency. For example, 300 fleet capacity worth of ships will deal 100% + 70% + (0,7^2 = 49%) = 219% total worth of bombardment damage.
- Bombardment effects are scaled based on the number of pops, buildings, and planet size. Small dense planets will suffer greater losses than large, sparsely populated planets.
- Ground Combat is also more devastating to planets than it used to be, but much less so than bombarding.
- The effect of collateral damage from different army types have also been adjusted, previously the collateral damage on army types was a linear value and not a multiplier, which meant that in practice high damage high collateral units like Xenomorphs could effectively do less collateral damage on the planet compared to normal troops because they would kill the enemy troops very quickly. This is no longer the case as the collateral damage modifier now acts as a multiplier on any damage dealt.
- Planetary Capital buildings now spawns 0/4/8/16 defensive armies for free based on the tier of the building.
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Sector Editor: It is now possible to edit Sectors in the Planets and Sectors screen. Systems can be freely moved between sectors as long as they are in range of the Sector Capital. Sector Capitals must now be at least four jumps away from any others.
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Customizable Menu: It is now possible to rearrange the list of options in the left side menu, by pressing the new Cog icon at the top. This will also correspondingly change the hotkeys to open these menus, allowing you to rebind these menu items to whichever F1-F10 key you prefer to have them on.
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Customizable Message Notifications and Toasts: Messages and notifications can now be customized to suit your needs.
- Added a new message type called a “toast”, which pops up and disappears automatically after a brief period of time.
- Settings -> Messages, Ctrl+Click, or cogs (on certain messages) will open the Message Settings menu.
- Messages can be disabled, enabled, or set to automatically pause the game.
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Fleet and Ship Designer:
- Merged into tabs of the same screen.
- Now displays a longer list of fleets.
- Copy Fleet Template and Overwrite Fleet Template features added.
- Delete + Enter will delete a fleet.
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Science Ship Automation: You can now enable or disable more Science Ship automation modules.
- Explore Systems - will explore the galaxy by entering systems and discover any planets and hyperlanes in there
- Survey Systems - will survey new systems the science ship enters
- Investigate Anomalies - will automatically research anomalies
- Excavate Archaeology Sites - will automatically excavate Archaeology sites
- Research Special Projects - will automatically research special projects
IMPROVEMENTS
- Added new Capital Designations for non-Gestalt empires. (Factory Capital, Forge Capital, Trade Capital, and Extraction Capital).
- Added unique textures for Mercury, Venus, Neptune and Uranus for the Sol system.
- Added unique textures for Earth and Mars when terraformed based off of available heightmap data.
- Improved animation for gas giants.
- Added a new anomaly: The Orb.
- Added a special solar system protected by the Lone Defender.
- Added a decision to clear the wreckage on a Broken Shackles starting planet in the event that they are conquered before they enact the Memorial to the Unshackled decision.
- Improved accuracy of tooltips on the galaxy setting screen and implemented experimental nested tooltip functionality.
- The mind-wiped species from On the Shoulders of Giants will now have the Forcefully Devolved trait.
- There is now a 1% chance that a pre-ftl civilization will spawn with the Forcefully Devolved trait.
- Added hotkey 'u' to upgrade fleet button.
- Broken Shackles empires will now have their starting Minister of Defense and Head of Research be recruited from any of the species in their empire.
- Added keyboard command for jumping to the next day, ‘.’
- Added Ship Section Templates to the Ship Designer which allows for easier creation of designs of a certain role, such as carriers or missile focused designs.
- Auto-designed ships and those designed by the ship role button will now only equip archaeo-components if your empire has the Archaeo-Engineers AP.
- You can now hotjoin an MP game to control the Daemonic Incursion.
BALANCE
- The Khanate Successor origin now unlocks raiding bombardment.
- Fallen Empire starting rulers are now level 10.
- Species traits that gave +N leader level cap now give reduced leader upkeep and reduced maximum leader negative traits.
- Reduced focused capital production bonuses from +20% to +15% following dev diary feedback.
- Random leader starting age range increased to 25-35
- Bonuses for many Authorities changed. Previous benefits such as the old form of Agendas and Mandates have been removed.
- Democracies focus on their factions, with +10% Faction Approval and they Reset Government Reform and Policy cooldowns following elections. Their ruler provides +2% Faction Unity and +5 Edicts Fund per level. The people have spoken!
- Oligarchies focus on their ruling council, and have +2 Effective Councilor Skill. Their ruler provides +5% Councilor Experience Gain and +5 Edicts Fund per level.
- Dictatorships focus on their ruler, who provides -2% Pop Amenities Usage and +10 Edict Fund per level.
- Imperial empires focus on their Capital System, which produces +10% Resources from jobs. Their ruler provides +0.25 Maximum Influence from Power Projection and +5 Edicts Fund per level.
- Megacorps have +20% Commercial Pact Efficiency, but +50% Empire Size from Planets. Their ruler provides +2% Branch Office Value and +5 Edicts Fund per level.
- Hive Minds have +25% Pop Growth Speed and -25% Empire Size Effect. Their ruler grants +2% Monthly Unity and +5 Edicts Fund per level.
- Machine Intelligences have +1 Pops When Establishing Colonies, +1 Mechanical Pop Assembly, +10% Mining Station Output, +50% Empire Size from Planets, and 50% Pop Growth Reduction. Their ruler grants -3% Empire Size from Pops and +5 Edicts Fund per level.
- Lowered base Minor Artifact storage capacity to 2,000. The Facility of Archaeostudies increases this by 2,000 or by 4,500 if the Archaeo-Engineers AP is taken.
- Criminal Syndicates now have -20% to Branch Office cost.
- Broken Shackles laborer jobs no longer benefit from modifiers applying to artisans or metallurgists.
- Broken Shackles scavengers are now considered researchers for the purpose of modifiers.
- Gave the Grand Herald archaeo-tech components.
- Rebalanced the "Shroud-Touched” traits that can be gained by leaders going through a Shroud Tunnel.
- Commercial Pacts now give High Economic Intel on Colonies.
- Empires with the Payback origin gain a damage bonus against ships belonging to militarily superior empires.
- The Seize Galatron casus belli is now unlocked the first time the Galatron is used, instead of upon acquisition.
- Trade collection will now prioritize the capital and then sector capitals if they are in range, even if other starbases are closer, resulting in overall greatly reduced piracy from trade routes if collection is there.
- Curator order now offers Gestalts a Trait instead of a Scientist.
- Changed Technocracy bonus to award Scientists a random expertise trait in addition to their other traits.
AI
- Massively reduced the number of starbases assigned to cloaking detection for the AI.
- Fanatical Spiritualists will now always outlaw robot workers.
- AI attitude updates now happen only monthly and on diplomatic actions.
- Relaxed AI budget requirements for orbital ring upgrades.
- Allowed AI to build economically useful orbital ring buildings without a matching designation.
- AI takes into account planetary production impact of possible orbital ring buildings when considering building orbital rings.
- Stopped AI from never fully re-evaluating ship designs if it had no preferences specified in its AI personality.
- Fixed an issue where AI would calculate a forecast of planet build queue items using a pop which could not work jobs provided by these buildings leading to incorrect results.
- AI is now much more restrictive about building gene clinics.
- AI will now prioritize building new starbases at the Sector Capital more.
- AI will now micromanage their enforcer jobs by using the scripted logic provided by the Planet Automation System.
- Fixed an issue where AI would not attack pirate stations in their empire.
- Ai will now resettle pops with low habitability to planets with higher habitability in the early game.
- Adjusted AI alloy spending budget to be a bit better at spending alloys on starbases and colony ships at the same time.
- Fixed several issues where AI would build or upgrade amenity or crime buildings even when they had already forbidden jobs from these buildings.
- AI trader persona are now the only ones who will build trade hub starbases and they will now only build them in sector capitals.
- Improved peace time AI for upgrading fleets and patrolling trade routes.
- AI empires that has Thrifty perk on their main species are now also eligible for the Peaceful Traders and Ruthless Capitalists AI personalities.
STABILITY
- Tooltips will no longer be shown when the game has lost focus (tabbed out or any other focus loss). This will prevent crashes caused by tooltips being generated in contexts where they aren't expected.
UI
- Disabled tutorial in Multiplayer (but not coop PvE).
- Auto-close auto-opened anomaly window if the science ship has already started researching the anomaly.
- DLC icons on the empire creation screen now appear in the same size and in order of releases.
- The popup when you are kicked or banned or the server is lost will now appear in front of other windows.
- Truncate long empire, government and species names in hotjoin.
- Make scrolling smoother in some places.
- Display special project energy cost in situation log.
- Auto Track Log Entries setting is saved in the save game.
- Fix certain windows (e.g. ship orders) being too small compared to the sprite tiling, which caused graphical bugs.
- Removed the in-game web browser. The game will now use the system browser instead.
- Adjust chat input and chat entry to the new chat window size.
- Changed player ready string to text icon.
- Planet view no longer closes when opening other UIs like the pop resettlement or market view.
BUG FIXES
- The Espionage Operation "Imperium: Target Seditionists" now correctly aborts if the Imperium falls.
- Fixed incorrect costs for Caravaneer deals.
- Payback: fixed incorrect tooltip in "Flagship Updated" event.
- Broken Shackles: fixed "First Contact with MSI" modifier not disappearing under certain circumstances.
- MSI can now use raiding bombardment with fleets hired from mercs.
- Fixed checkbox tooltips in "Host server" window not appearing.
- Fixed some scoping errors that prevented the "Indoctrinate Society" operation from working correctly.
- Fixed an issue where it was possible to do two jump drive orders back to back by queuing them up via shift clicking.
- Insight technologies should no longer be randomly awarded from events such as Old with Defects.
- Removed Broken Shackles being scripted to start without a shipyard.
- Pledging Secret Fealty to another empire now gives them +20 Intel on and knowledge of all of your diplomatic pacts.
- Fixed the trapped in the storm special project stating the planet is trapped in a storm on the planet instead of the science ship being trapped in the storm.
- Fixed "Cross-platform play" checkbox sometimes not being checked by default.
- Choosing to hand over system ownership during the course of Pre-FTL Observation event "Among Us" now correctly grants you a Claim on that system.
- Removed erroneous custom tooltip for the finisher effect of Psionic traditions.
- Fix an issue where starbases would do cloaking detection for the wrong empire for 1 day.
- System and star name should now match even if the player selects an origin that has a special starting system.
- Enclaves should no longer keep offering you their services if you become a fanatical purifier.
- If you are a corporate angler when you finish the Fear of the Dark story line you will now become a regular angler.
- You will no longer get stuck with two unuseable civics if you become a Fanatical Purifier while a Barbaric Despoiler.
- You can no longer become a Fanatical Purifier while the Galactic Custodian or Galactic Emperor.
- A synthetically ascended empire should no longer refer to their own pops as having owners.
- Fixed some grammar in the Hivemind Voidspawn reanimation event.
- Fixed an issue with an unlocalized version of MSI in the initial interaction between a Broken Shackles and Payback empire.
- Fixed an unlocalized string for the Reanimated Tiyanki Matriarch.
- Removed a double “be” from a machine become the crisis event.
- Multiple Tuboreks should no longer be hidden inside the shielded worlds.
- Fixed Status Quo in a Subsidiary war subjugating the wrong empire.
- Fixed incorrect calculation used for Offspring amenities.
- Lithoid pre-sapients "working" in zoos now correctly eat minerals.
- Fixing truncated build queue items in the starbase view.
- Former pre-FTL worlds will no longer display the technological age of the former civilization during colonization.
- Added a new description to the Broken Shackles Homecoming event if the world is a tomb world.
- The "Direct Join" window now blocks other input.
- Corrected the Ancient Target Scrambler tech not stating that it unlocks the Ancient Target Scrambler ship component.
- The Radio Telescope Array now reduces the chance of Pre-FTL awareness decay instead of increasing it.
- Archaeoshields should now properly provide their shield hardening bonus.
- Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits.
- Fixing custom diplomatic action sounds playing for unrelated empires.
- Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits.
- Added missing background for Ironman game setting.
- Added missing "gateway" icons and tooltips to cloaking and detection technologies.
- Changing policies now correctly removes diplomatic pacts with pre-ftl civilizations.
- Fixed issues where sectors would not always include all systems within range, also fixed related issue where sector map mode would sometimes draw borders between systems in the same sector
- Deleting templates in the fleet manager will no longer reset the scrollbar, added 'Delete' hotkey to template removal.
- The "Host server" window now blocks other input.
- Prevented joining full MP games.
- Fix MP game browser listing full games even if "Not full" is checked.
- Species with servile trait can no longer be given the Full Military Service rights and thus generate leaders.
- Ringworlds now use empire color.
MODDING
- Add_random_research_option script effect now ignores Insight technologies by default.
- Added the creator scope for leaders, allowing you to scope to a leader's country of origin.
- Added reset_policy_cooldowns = yes effect.
- Added the special_max_amount = yes/no parameter for resources.
- Council position support use of conditional_tooltip = "LOCKEY" to display custom tooltips for triggers you define in is_leader_possible = { }, triggers defined here are not otherwise shown in the council position tooltip.
- Scripted triggers may now generate up to one automatic event option icon each
- Calling GetAge in localization should no longer show the leaders age if marked as hidden
- Added controls to the fleet imgui view and added jump drive information to ships
- Using the ImGui view shortcut for selectables (ctrl+alt+right click) on the same selectable when it's already open, will now close the view.
- Added expansion_planner = yes/no for districts. This controls if the district type should be visible in the expansion planner or not and defaults to no.
- Views containing longer texts will now automatically reload when changes in localization are detected.
- Added damage_vs_superior_empires_mult modifier
- Add
remove_from_federation script effect
- Removed support for the "Major" flag and potential trigger in events.
- You can also use from for the ship design in section template ai weights
- You can now scope to a ship's design using 'design = {}'
- Added has_role trigger for ship designs
- You can now refer to the ship design using "from" in ship components. It may have incomplete information, but it will have at the very least the ship's designated role stored in it.
- Added copy_flags_and_variables_from effect to copy all flags and variables from one scope to another
- Replaced set_is_female with set_gender
- Renamed country_mia_time_mult to fleet_mia_time_mult so that you can apply it at leader or fleet level too
- You can now use "initializer = random" in the spawn_system effect
- New trigger "num_candidate_supported", returns number of times an election candidate has been supported this election.
- Removed add_ruler_trait and remove_ruler_trait in favor of using add_trait and remove_trait instead
- Add random_ruler to create_leader's class field. This will randomize between valid ruler classes for the empire
- Removed the ruler specific class. The ruler can now have other
- Kill_leader leader effect now accepts ruler = <yes/no> instead
- Has_ethic trigger now works on pop_faction scope too, returning their guiding_ethic.
- Added on_planet_returned on action which triggers when an owner of a planet regains control of it
- Made species_classes overwrite extendably too
- AI economic plans now overwrite in an "extendable" way, so you can define a further "basic_economy_plan" which adds an extra subplan, and it will append this subplan to the existing basic_economy_plan
- Ownership limits now no longer overwrite the full object but are instead "extendable", which means you can define a second "default" and put an entry in, and the game will add that to Vanilla's definition of "default"
- Activating an Agenda triggers OnAction "on_agenda_finished".
- Fixed faction_approval not working as country modifier.
3.7.4 (2023-03-30)
VERSION 3.7.4 - Patch
BALANCE AND IMPROVEMENTS
- Pre-FTL civilizations now have a chance of having a "close call" when nuclear war threatens to break out.
- Payback Origin
- If you defeat the Debt Collectors three times, the MSI will use the Humiliate war goal against you instead of trying to vassalize you
- The Debt collectors won't bug you anymore if you're currently at war with the MSI
- Fixed Payback war goals to ensure you can't vassalize or impose ideology on homicidal empires
- Slightly increased surrender acceptance of Payback war goals
- Payback origin: fixed a rare instance where the Debt Collectors event chain could get soft locked if the debt collectors were defeated by another empire
- Payback empires now get a consolatory prize if the MSI gets destroyed by a Marauder empire
- Fixed an issue where a Payback empire using the End Threat (Payback) war goal against the MSI could end with a whimper instead of as intended.
- Increased starbase reactor power by roughly 15%.
- Hive-Minds with both Cordyceptic Drones and Stargazers now start with 3 reanimated amoebae.
- Pre-FTL Awareness cannot naturally decay below 10.
- The Raise Awareness espionage operation now prevents pre-ftl Awareness from naturally decaying for 5 years.
- The Triumviri ending for Fear of the Dark is now achievable from infiltrating the Fevorian government.
- Buffed MSI by giving them some bonus naval capacity and starting technologies.
BUG FIXES
- The devolving beam now properly destroys the final contingency world (when boosted with the Archaeo-Engineers Ascension Perk)
- Fixed Sabotage Starbase operation failing to destroy starbase components
- Fixing a case where you were blocked from building orbital rings on a Fear of the Dark planet
- It is no longer possible to acquire multiple Galatrons from reliquaries
- Hivemind pre-FTLs will no longer be producing consumer goods.
- Fixed an issue where the Solarpunk society wouldn't reattach itself to the galaxy.
- Fixed an issue where the Solarpunk society would stay neutral after being attacked.
- Fixed an issue where Sol X and your Beta homeworld would overlap.
- Fixed the Dark Forest achievement not triggering in some cases due to interactions with marauders.
- Construction ship and science ships gained from picking a specialization as part of the Imperial Fiefdom origin now correctly start with hyper drives for empires with the Eager Explorer civics.
- Fix AI Empires building hundreds of observation stations if you don't own First Contact
- Empire naming adjectives should now be seen for German, Simplified Chinese, and Russian.
- Removing an unnecessary progress bar in the clear blocker view.
- Removed happiness penalties from unemployment from living standards, these are now solely applied from job strata.
- AI with Clone Army Origin now creates clone vats to keep their colonies alive.
- Starbases should now correctly reflect their new sensor range on the monthly tick.
- Ancient Saturator Artillery tech now unlocks the Spinal Mount Bow section for battleships.
- Fixed decloaking in a system with pre-ftls not correctly firing the event to increase awareness.
- Broken Shackles empires with robots outlawed now correctly purge machine and mechanical pops.
- Terraforming a planet now also has a chance of triggering an awareness increase.
- Fix crash when a species doesn't have a valid archetype
- Removed ability to use the "reveal yourself" diplomatic action while you're already revealing yourself
- Pre-FTL agreements like "give technology" now get correctly removed once a pre-FTL civilization becomes spacefaring
- Blocked "Salacious Affair" envoy event from firing on pre-FTL worlds
- Removing the option of upgrading at neutral starbases
- Fixed the Fear of the Dark Separatist country being localized incorrectly in German, Polish and Spanish.
- Added correct icon for Negative Media Coverage modifier.
- If a pre-FTL society has more than one planet then none will keep being available for observation once the society becomes fully aware.
- Dig sites should no longer generate minor artifacts for users that do not own Ancient Relics DLC
- Corrected icon for Declining Healthcare modifier.
- Class-4 Singularity can now be constructed when rewarded by event.
- Made it so you can't get an option in an espionage event that requires an interference policy that doesn't allow for espionage.
- Genocidal empires can now use assimilation species rights targeting their species. This should fix Fanatic Purifiers not being able to cybernetically or psionically assimilate lost colonies, splinter planets or the like.
- Adding missing cloaking stat on ship design view.
- Blocking the possibility of terraforming while the planet is under colonization.
- Fixed a crash when loading old savegames
- Fixed tooltip bug with fleets from defensive pacts in a war.
3.7.2 (2023-03-14)
[CENTER][HEADING=2]############################################################
#################### First Contact ######################
############################################################[/HEADING][/CENTER]
[b]First Contact Story Pack[/b]
New Origins
Payback - Your civilization was invaded by – and repelled – an advanced invader from the stars. With access to their technology, your empire is now ready to enter the galactic stage and find out just what else is out there.
Broken Shackles - Band together as the survivors of a crashed slaver ship and build a diverse empire with multiple species from across the galaxy. Embark on a quest to find your various homeworlds, as long as you escape the prying eyes of your former captors.
Fear of the Dark - A portion of your population has embraced isolationism and xenophobia, ever since a planet in your solar system suffered an “incident”. Will you ignore their concerns and explore the stars, making “friends” along the way? Or will you appease their isolationism in order to grow your civilization even more powerful?
New Pre-FTL interactions
Enhanced mechanics for observation and diplomacy
New Espionage Operations for infiltrating and uplifting pre-FTL targets
New stories and events
Unique Pre-FTL civilization: Renewable Society
Added Pre-FTL Hiveminds (requires Utopia + First Contact)
Pre-FTL civilizations can have a small chance to spawn with one of the following origins:
Shattered Ring (Requires Federations)
Mechanists (Requires Utopia)
Life-Seeded (Requires Apocalypse)
Ocean Paradise (Requires Aquatics Species Pack)
Subterranean (Requires Overlord)
12 new Insight Technologies added - A new category of techs gained from observed Pre-FTLs
New Civics allowing early jump drive based exploration at the cost of starting without Hyperdrives:
Eager Explorers
Private Exploration
Stargazers
Exploration Protocol
Added Cloaking and Cloaking Detection
Up to 10 levels of Cloaking/Cloaking Detection, with smaller hulls being easier to cloak than larger hulls
Military Ships cannot be detected by normal sensors, may ignore closed borders as long as they remain undetected, and can decloak to ambush hostile ships
Science Ships may cloak to explore beyond closed borders, gather intel from other empires’ planets, and boost cloaking detection of a starbase
8 new achievements introduced
[CENTER][HEADING=2]############################################################
#################### VERSION 3.7.2 - Canis Minor ######################
############################################################[/HEADING][/CENTER]
[b]Changes and additions[/b]
Archaeotechnologies feature added to Ancient Relics DLC
Completed Archaeology Sites and Precursor Anomalies now have a chance to spawn Minor Artifacts Deposits.
A new branch of society research has been created, with new technologies revolving around the study and use of minor artifacts to create unique ship components, starbase modules and planetary buildings.
Several Archaeology sites now reward you with rare Archaeotechnologies.
Completing the Secrets of [Precursor] projects now rewards you with unique technologies.
Added the new Archaeoengineers Ascension Perk to make the most out of your archaoetechnologies.
Adjusted the prices of the minor artifact actions.
The Rubricator now grats 500 minor artifacts.
The Remnants origin now starts with a Faculty of Archaeostudies building replacing its original science lab.
“Secrets of the…” Projects now give you access to a followup archaeotech research.
Amount of Minor Artifacts in store is now capped. They can also be traded with other empires, but not on the Internal or Galactic Market.
Various Pre-FTL civilization changes and additions
Pre-FTL civilizations tech and awareness system added
Technology Progression has now been standardized and is visible on the UI.
Awareness is gained through a variety of actions such as space battles or blowing up the pre-FTLs moon. Once Awareness reaches max the pre-FTLs will contact the observing nation.
Pre-ftl civilizations now spawn with a random amount of technological progress in their current age. Early Space Age civilizations are capped at having a maximum of 50% progress and thus 20 years away from achieving FTL tech.
Passive and Aggressive Observation now give 50% less resources than before, but their output increases by 10% for every 10 Infiltration Level your spynetwork has on the pre-FTL civilization being observed, up to a maximum of 150% resources at 100 Infiltration.
Pre-ftl civilizations that are enlightened by another empire and did not have a unique origin will now be granted the Enlightened origin, giving +0.5 Monthly Loyalty, +10% Research Speed and allowing them to become Specialist Subjects (requires Overlord) regardless of any technological disparity with their overlord.
The Old Foes pre-ftl civilizations now have the post-apocalyptic origin and the survivor trait.
Pre-FTL civilizations now display the Developing Civilization origin if they do not have a unique origin.
Pre-FTL civilizations now change their authority whenever they advance a technology age.
Added a pre-FTL Deneb system.
Pre-FTL observation missions and event chains reworked and improved
Reworked how pre-sapient life is spawned in the galaxy. Pre-sapient species are now generated on galaxy generation instead of being spawn by anomaly. There is a 5% chance for habitable planets to have a pre-sapient species present. This can be increased by the “Pre-FTL Civilizations and Pre-Sapient Species” galaxy generation slider.
Implemented new trait icons for Pre-Sapient Traits.
If you start as a Necrophage Hivemind and own “First Contact”, your guaranteed pre-FTL worlds will now also be hive-minded.
Alien Zoos have replaced an Entertainer job with a Zookeeper job, providing society research and amenities.
You can now keep livestock slaves in alien zoos.
Alien Zoos on planets with pre-sapients (and with the preserve policy selected) provide Conserved Fauna jobs, providing additional amenities. If the empire instead has the Warrior Culture civic, these are swapped for Gladiatorial Beasts.
Allowed pop stealing bombardment stance if you own First Contact or Apocalypse DLC.
Anniversary Portraits free DLC is now part of the base game.
Added 1 new achievement.
Main menu background updated.
[b]IMPROVEMENTS[/b]
Toxoid species who wear clothes are now valid targets for scathing diplomatic insults about their fashion choices.
Added speed control shortcut shift + up/down arrow.
Assorted edits to the texts which comprise the "Old Gods" event chain. The doctrines have been refined without disturbing their protective lacquer.
Energy Torpedo ship roles will now only show up if you have the relevant technology.
Mercenaries now offer you a chance to hire them before the Khan does.
Players are now given the option to play as the Daemonic Incursion.
Rogue Servitors now have the option to pacify Space Amoebas.
Automated colony designation has been improved.
[b]BALANCE[/b]
Overlord and vassal related changes
Enlightened empires can always become specialist subjects.
Federation members are now excluded from taking part in independence wars between members of their federation unless they are supporting independence of one of the vassals rising up.
Vassals can now invite other vassals of their overlord in a joined independence war even if they are all part of the same Federation.
Fixed a bug where vassals were not allowed to declare independence war from their Overlord if they were both part of the same federation due to their restricted diplomacy agreement.
All vassals who are fighting in a joint independence war will now become independent if they win instead of only the Empire who initiated the vote.
Added a new class of reactors for Juggernauts and Star-Eaters which have a construction and upkeep cost.
Building an Alien Zoo in the spirit of scientific inquiry and preservation now pleases Xenoist Pop Factions. This Demand does not apply to empires with the Warrior Culture Civic.
Technologist Factions' Demand to carry out Science Without Borders may now also be satisfied when you establish a diplomatic means of technologically enlightening a pre-FTL civilization.
Technologist Pop Factions are no longer disappointed when your empire joins Holy Covenants, however they remain pleased when you join a Research Federation. Similarly, Traditionalist Pop Factions are no longer outraged when your empire joins a Research Federation, though they do still encourage membership of Holy Covenants. Religious scholars rejoice!
The disapproval you receive from Traditionalist Factions for having The Flesh is Strong go unfulfilled has been halved, from -30% to -15%. In addition, they raise their complaints a little sooner: upon completion of the "Flesh is Weak" special project.
Xenoist Factions are now satisfied by policies of Non-Interference or Subtle Interference in pre-FTL civilizations.
Defender of the Galaxy now gives +200 opinion instead of +20.
Influence gain from uplifting pre-sapients is now 50.
A society research leader with the Psychic or any Chosen trait now increases the chance of drawing the Psionics technology.
Reduced the spawn rate of the "Solar Sailer" anomaly by about a third on uninhabitable planets.
Subterfuge traditions now grant a 5x weight modifier on drawing subterfuge related technologies.
The Refinery planet and habitat designations now grant 20% bonuses to refiners, translucers, chemists, and all strategic resource mining professions.
The default Habitat designation now acts similarly to the default Colony, providing stability and amenities while the habitat population is low.
Capped resource upkeep/cost/production reduction modifiers to -90% for any given case. I.e. you will no longer be able to have completely free upkeep on jobs which are meant to cost upkeep.
Juggernauts now have the same maximum speed as Battleships and Titans.
Slingshot to the stars now gives 50% more catapult accuracy.
Radioactive Flora event now gives 3 pre-sapient pops.
Refinery planets now give 15% an +10% if the galcom resolutions are active.
Remnant origin now starts with the archaeostudies tech and building.
Spiritualist perk is now taken into account for the bureaucracy designations.
The Vultaum Reality Perforator now has a low chance of giving all the modifiers at once for a single year.
Yeeting a fleet now gives it a 33% fire rate increase as an Ambush modifier. 50% with the Slingshot to the Stars origin.
You no longer lose one of your guaranteed habitables with Slingshot to the Stars origin.
Torpedoes are now a tier 1 technology that requires Fusion Missiles (and thus, Fusion Power) as a prerequisite, instead of being a tier 2 technology.
Changed the requirement for auto-research to Space Exploration technology.
Switched a number of leviathans (and their reanimated versions) to line computers instead of artillery.
Commercial Pacts now give High Economic Intel on Colonies.
The Seize Galatron casus belli is now unlocked the first time the Galatron is used, instead of upon acquisition
[b]AI[/b]
AI will no longer overspend Unity on Traditions.
AI will no longer rent mercenary reinforcement fleets enroute to the main fleet.
AI will no longer attempt to apply species templates with negative trait points.
Fixed a bug where some game logic treated a fleet's final target as its current position while in FTL.
Fixed a bug blocking AI from selecting bombardment stances correctly.
Fix for incorrect weight for bombardment policy.
Prevent AI from trying to mod species it doesn't have.
AI will no longer clear blockers to no purpose.
AI will no longer assign all its science ships to archaeology.
Improved how the AI picks civics.
AI may now use Unrestricted and Armageddon bombardment against crisis-occupied friendly planets.
AI now takes economic impact into account when computing acceptance.
AI now understands that Ranger Lodges produce Unity.
AI personalities can specify roles to use for specific ship sizes.
AI with restricted voting capabilities can now always vote on an invite to war of independence against their own overlord, from another vassal.
AIs with Environmentalist civic will no longer clear blockers that can be turned into Nature preserves.
Prevented the AI from updating species rights for a period of time after a player leaves a multiplayer session.
Prevented the AI from using raiding bombardment when a planet is below 2 Pops.
AI should now send military fleets to investigate special projects when needed.
Necrophage hiveminds will auto-set their invaded pops to be full citizens so they don't accidentally purge the whole planet.
[b]STABILITY[/b]
Fixed a crash when older custom names contained certain special characters.
Fixed an OOS related to fleet templates.
Fixed crash in observer mode when switching to a non-crisis empire while the crisis view is open.
Fixed crash when updating ambient object graphics.
Fixed an out-of-sync when an envoy died at the same day a player hot-joined.
[b]PERFORMANCE[/b]
Improved performance when merging fleets.
Improved performance on some newer CPUs.
Fixed stuttering from zipped music files being played.
[b]UI[/b]
Added options for displaying designation and planet type overlay icons for planet entries in the outliner.
Added indicators for low stability and ongoing revolt to planets in the outliner.
Added overlay icons for habitats in the outliner.
Replaced the outliner planet low stability icon overlay with a status icon.
Updated the look of leader level icons in the outliner.
Gateway Sites and Ruined Gateways now show up in the outliner.
If the player has full intel on a planet we show more data than previously.
Strike Craft now lists their Engagement Range in tooltips.
Fixed lists in old UIs sometimes getting a longer scroll area than what is needed for the list content.
Fixed the "Special Values" tooltip appearing when hovering outside of elements below the Special values field in the ship designer.
Fixed the tooltip of the "Select Ship Role" button in the ship designer being white rather than red when the button is disabled.
Now showing Minor Artifacts in the top bar.
Added Minor Artifacts income to the relics view.
Fixed a portrait overlap in the first contact window.
Some longer time measurements will now be displayed in larger units than days.
Aligned planet view rename button to match name text.
Fixed black or white square appearing in the ship appearance menu.
Made background for diplo view stats UI sections not draw over certain icons.
Improved the description of the mouse side button accessibility option.
Fixed the "Select Ship Role" button in the ship designer not showing its tooltip when hovered.
Fixed tooltip on locked building slots not explaining which district type to build in order to get more slots, unless some districts were already constructed.
Fix inaccurate tooltip for too many components of one type.
Right-clicking a Quantum Catapult with fleets selected, orders them to enter its orbit instead of showing a menu with an unusable button.
Fixed wide species portraits clipping in some UIs.
Fixed the army UI not immediately updating its information when a new general was assigned to a transport fleet.
Fixed UI not updating when selecting an empire in the dropdown in the diplomacy view.
Fixed icons being shown in diplomacy view for CBs that should be hidden.
Fixed climate preference not being shown in empire creation.
Fix certain windows (e.g. ship orders) being too small compared to the sprite tiling, which caused graphical bugs
[b]BUG FIXES[/b]
Fixed one instance of fleets becoming stuck in a one sided battle where only one side is dealing damage to the other (invincible fleet bug).
Fixed a bug preventing many colony designations from being selected by auto-designation if Sector Automation was active.
Fixed being unable to accept Pompous Purists as federation members or associates.
Fixed hidden Casus Bellis being shown in country tooltips in the Casus Belli lists.
Fixed hidden Casus Bellis being shown in "Is target of Casus Belli from" tooltip.
Fixed it being possible to save a species template when a trait was invalid due to climate preference.
Significantly reworked the Hive Mind namelists, which now provide more random names in order to avoid name clashes — particularly when trying to save ship designs.
Fixed unsaved Multiplayer Chat Speech To Text Shortcut setting not clearing when exiting settings.
The Galactic Market will no longer form on planets which have not been nominated to host it. Thus, it will not form at all if Galactic Community members do not nominate at least one host world. Should that happen, the resolution is made available again for subsequent hearings.
The Galactic Market will no longer be moved to a random host world if the Resolution to relocate it then receives no valid nominations. Instead, should this occur, the Galactic Market remains with its previous host. The Resolution to relocate the Galactic Market will then become available again, subject to normal Galactic Community cooldowns.
Fixed sounds sometimes being possible to play again sooner than intended
The "Corrupt Survey Data" anomaly may no longer spawn on worlds which have moons, are being colonized, are gaia worlds or which feature archaeological digsites.
Minor edits to a "Distant Stars" event, "Star Crazy".
Setting your pre-sapient policy to ‘hunted’ will now correctly have pre-sapients produce food (or minerals).
Standard pre-ftl systems will no longer spawn in Fallen Empire clusters.
Added a bespoke first contact scenario for the handful of entities set up as 'neutral factions', such as the Ghost Ship and Unscrupulous Salvagers. These fleets are no longer incorrectly identified as pirates.
Fixed being unable to re-add a newly removed negative trait without closing the Template Modification window.
Fixed two leaders sometimes being assigned to the same fleet after merge.
Prevented raiding bombardment from resettling pops to planets that are being colonized.
Fixed misleading tooltip in subject agreement UI if the overlord cannot build holdings.
Updated Pop Faction descriptions such that they more accurately reflect the flavor of their own political demands.
Fixed synthetically ascended empire not being able to assimilate machine pops.
Fixed cybernetically ascended hive-minds being able to set assimilation living standard for species that had already been assimilated.
Pre-FTL species now generate armies again.
Fixed pop sometimes being shown as declining if it has stopped declining.
The brainslug event now correctly has pre-sapient reptilians on the planet.
Fixed pop category modifiers not working in Galactic Community resolutions (e.g. the worker modifiers in the Greater Good resolutions).
Fixed fleet view becoming unresponsive after exiting it while dragging ships from it.
Fixed “None Shall Pass” achievement not being unlocked for planets with a Planetary Shield Generator.
Fixed multiple issues with countries joining an existing war. Their subjects will now properly join the war, fleets loaned to the enemy will be returned and fleets in enemy territory will go MIA.
Fixed ships with non-auto-generated designs auto-upgrading to auto-generated designs.
Fixed galaxy generation changing species' climate preference.
Fixed vassals not being generated with namelists correctly.
Fixed alliance names being incorrectly incorporated in e.g. war names.
Fixed alerts for timed special projects in event chains appearing after the project is completed.
Fixed planetary automation not constructing anything for ringworld segments with the "Colony" planet designation.
Special projects regarding pre-ftl civilizations are now removed from the situation log if they no longer own their homeworld or they develop hyperdrives.
Contingency AI Cores are no longer missing their second titan lance.
Fixed an issue with mercenary fleets not reinforcing and upgrading correctly.
Fixed graphical glow effect on machine worlds.
Advanced torpedo computers now correctly upgrade to sapient torpedo computers.
Blocked pre-ftls from being megacorps.
Blocked psionic pops gaining the latent psionic trait in some rare cases.
Covenant Chosen should now be properly treated as chosen in arena events.
Fixed a case where players could get two shroud patrons at once.
Fixed an issue where a rebellion in a country you did not have communications with could ask to join you (fluently, in your language).
Fixed Armor Hardener technology having incorrect prereqs and weights.
Colonisable shattered ringworlds should no longer spawn inappropriate colony events.
Fixed issue where critter weapons used mammalian models for plantoid, aquatic and toxoid.
Fixed issue where only one fleet would upgrade rather than all selected fleets.
Fixed Machine Fallen Empires missing one of their ring world segments if a Shattered Ring empire was present in the game.
Fixed vassals being able to participate and win in federation arena challenge.
Fixed you getting some events on the Shallash tomb world when you colonise it.
Machine uprisings now spawn all available fleet-types.
Pre-ftls in the Federation's end system now have the Void Dweller trait and origin.
Prevented planets with a tree of life from getting the No Tree of Life modifier at game start even though they have one.
Prevented players from using duplicate scavengers and ascensionist civics after becoming galactic sovereigns. The upgraded communal housing from Shared burdens now correctly flips into a paradise dome when owned by a non shared burdens empire.
Removed Spymaster envoys when empires lose communications.
Reworked shroud patron logic so that you can still attempt to contact a patron with opposing ethics, but it won't get rolled naturally.
Several ship sizes that lacked role definitions now have them.
Fixed the Megastructure Built alert not showing when an Orbital Ring was built.
Stealing the Dimensional Manipulation Device now correctly increases research output from the Lord Commander.
The Caravaneer country is now removed if they don't own a system and all caravaneer fleets have been destroyed (checked yearly).
Crystal Reefs and Crystal Forests should no longer disappear when terraforming a world.
Fixed Barbaric Despoilers and Nihilistic Acquisition empires being put in an endless loop of stealing from the Beta Universe. Fixed broken localisation for the Robot variant of Not of this World Fixed the Beta world sometimes not spawning with buildings.
Random espionage events should now automatically show the correct title and description.
Colonists will no longer get deprioritized by Amenity automation on newly settled colonies.
Fixed an issue where Fallen Empires would spawn with their species diplomatic background instead of their bespoke background.
Fixed an issue where pre-FTL species would sometimes spawn with portraits that didn't fit. No more Stone Age astronaut parrots!
Fixed the Cordyceptic Reanimation Facility message not displaying its description.
Nuked Sol should no longer spawn when you are playing with a Sol start.
Convenient Mining will no longer spawn on moons meaning that you won't get weird overlapping orbitals.
Fixed missing event localization upon the Sky Dragon's death.
Improved descriptions for Titan and Colossus techs.
A tooltip for Militarist Pop ethics now displays the correct text when your empire does not have a Policy allowing wars of aggression.
Country tooltip will no longer show overlord or federation if you don't have intel about them.
Fixed "cannot declare war" tooltip showing the same truce multiple times.
Corrected the format of some Technologist Faction names which were being displayed in the wrong word order.
The tooltip for not being able to open a branch office on a planet owned by a gestalt empire now explicitly mentions the reason is because they are a gestalt consciousness.
Fixed certain empty frigate design names in the ship designer.
Reworked tooltips for the Planetary Unification Tech it no longer state that edicts use influence.
The “No Loose Ends” tradition should now have clearer effects: Modifier description has been updated and the color has been changed to green.
Planetary and Sector Automation should once again upgrade Capital buildings.
Fixed disabled ships from defeated fleets sometimes showing up in the system where the battle took place, rather than going MIA and returning home.
Fixed Galcom resolution name not being displayed for triggered modifiers.
Fixed the Galactic Union federation perk not working.
Fixed a couple of hull technologies using hull_add modifiers instead of hull_mult modifiers.
Adjusted ship behaviors for Carriers and Torpedo ships. Carriers should now be better at remaining at maximum range, and torpedo ships should be willing to get closer to enemies.
Colony events should no longer fire during the colonization process.
Fixed missing conditions tooltip in colonization species list.
Fixed assorted issues with ship roles and offspring ships.
[b]MODDING[/b]
Added open gui file/reload interface when debugtooltip is active and you ctrl+alt+right click on a UI element.
Fixed the GuiBounds tooltip being left on the screen if an element was hovered when the command was turned off.
Subject and Overlord acceptance of agreements can now be scripted independently.
Added MIN_ECONOMIC_MODIFIER_MULT define, in case you really want to turn off the -90% cap to economic modifier reduction multiplying.
Using set_name with script variables should now work again.
Added the "rt" console command as an alias for "research_technology".
Added the "rta" console command as an alias for "research_all_technology".
Removed checking species_potential_add scripted trigger when determining possible randomized traits.
Added support for orbital_line and planet's has_independent_orbital_line in system initializers.
Added the Damage vs Rival modifier.
Added observed_pre_ftl_within_border & pre_ftl_within_border random/every/count/any effects and triggers.
Enabled scripted locs for Ship components custom tooltip and for CGovernmentCivicType (including Origin) custom description.
Added support for triggered ship roles.
Add 'ondestroying[station_type]' on_action effect for when a research/mining/starbase/observation/etc station is destroyed.
Add 'remove_communications' effect.
Added defines TOOLTIP_MIN_DAYS_FOR_ROUNDED_YEARS and TOOLTIP_MIN_DAYS_FOR_DECIMAL_YEARS for controlling when time data in tooltips switch to showing dates in years rather than days.
Added dump_event_data command for listing all relevant existing event keys.
Made it possible to use ImGui in contexts outside of ingame.
Added "set_current_stage" effect to set an arc site's stage.
Added add_awareness and set_awareness script effects.
Added has_awareness and current_awareness_level country triggers.
Added remove_envoys_to script effect.
Added ability to add random blocker/nonblocker deposit through script effect.
Added game rule to allow you to rename planets inside your borders even if owned by someone else.
Added game rules to prevent building stations around certain planets/stars.
Added go_to_next_pre_ftl_age effect.
Added has_next_pre_ftl_age trigger.
Added new starting_potential trigger for technologies, for conditional definition of starting techs.
Added non_pre_ftl_portraits species class portrait list to exclude specific portraits from preFTL random selection, and add random_pre_ftl class type in create species effect.
Added on_losing_station_control & on_gaining_station_control on action triggers.
Added repair_building = <key> and repair_planet_buildings = yes effects.
Added set_pre_ftl_age effect.
Added support for setting editor_format that is used for the call to open a text editor when opening a log file.
Added validate_and_repair_planet_buildings_and_districts = yes effect.
Added a ship_limit variable for ship components that limit how many of a single component can be added to a ship design.
Added ability to specify "effect" in static galaxy system definitions.
Added blocked_by for ship components that block specified component combinations.
Added cloaking_cooldown static modifier that is applied on ships that have a cloaking cooldown.
Added has_cloaking_detection value trigger.
Added has_cloaking_strength value trigger.
Added is_cloaked trigger for fleets and ships.
Added is_custom_tech_1, is_custom_tech_2, is_custom_tech_3 parameters for technologies. These currently use the technology frames and localisation for Rare, Insight and Dangerous technologies respectively, but new frames and localisation can be added by editing the interface/technology_view.gfx file and TECH_IS_CUSTOM_TECH_1, TECH_IS_CUSTOM_TECH_2, TECH_IS_CUSTOM_TECH_3 localisation keys.
Added modifiers ship_cloaking_strength_add.
Added new modifiers ship_cloaking_detection_add.
Added new scripted trigger, has_alternative_ethics, which can be used to count Pops whose ethics do not much any of those which are central to the player empire.
Added new sneak_attacker option for AI personalities.
Added num_dangerous_techs, num_insight_techs, num_custom_1_techs, num_custom_2_techs, num_custom_3_techs triggers. [X] Refactored Insightful achievement.
Added on_action for when commercial, defensive, migration, non-aggression, and research pacts are signed.
Added on_cloaking_activated and on_cloaking_deactivated on actions.
Added on_post_communications_established_always_fire (which fires even if comms are established via establish_communications_no_message).
Allowing e.g. using script variables together with custom number formats.
Added documentation for the recently introduced localization grammar system.
Enabled custom_tooltip for ship components. It functions as custom_tooltip_with_modifiers in this context.
Error log added when buildings don’t have categories assigned to them.
Fixed crash when overwriting e.g. certain pop jobs or districts individually.
Fixed GetFirstName returning stuff like "Petals of" instead of "Petals" (GetFirstNameFull will continue to return the former).
Fixed is_ringworld trigger being overwritten by a scripted trigger.
Fixed many issues with static maps (hopefully!) by combining a lot of the code used to generate them with that used by random galaxies.
Fixed some cases where you weren't able to apply certain fleet modifiers to a specific fleet via add_modifier (e.g. ones for observation missions).
Improved ship component template script documentation.
Pre-FTL technology ages are now scriptable types.
on_repaired trigger for buildings.
Removed the ‘set_primitive_age’ effect.
Removed redundant ‘is_ringworld’ scripted trigger.
Cloaking can now be activated through script with the effect set_cloaking_active = yes|no.
Added damage_vs_superior_empires_mult modifier
Added expansion_planner = yes/no for districts. This controls if the district type should be visible in the expansion planner or not and defaults to no.
Added controls to the fleet imgui view and added jump drive information to ships
Using the ImGui view shortcut for selectables (ctrl+alt+right click) on the same selectable when it's already open, will now close the view.
Views containing longer texts will now automatically reload when changes in localization are detected.
Add remove_from_federation script effect
3.6.1 (2022-12-06)
VERSION 3.6.1
Bugfixes
- Fixed DLC being listed as “corrupted” in the launcher due to checksum mismatch.
- Added missing French scripted localization.
- Fixed adjective generator in the empire creator not working for some languages.
- Several ship sizes that lacked role definitions now have them.
- AI will no longer rent mercenary reinforcement fleets enroute to the main fleet.
- Fixed graphical artifact appearing in the ship browser.
- Fixed overlapping portraits sometimes appearing in the first contact view.
- Fixed subjects being able to become the federation president in arena combat successions.
- Empty fleet templates generated automatically will now be cleared after a set amount of time.
- Machine uprisings can now spawn fleets with all unlocked ship types.
- Fixed mechanical fallen empires missing part of their ringworlds.
- Pre-FTL civilizations should now generate defensive armies.
- Prevented AI Cyborg Hivemind empires from assimilating already cyborg hivemind pops, which could get them stuck in endless assimilation.
- Blocked pops with the Psionic trait to also receive the Latent Psionic trait.
- Gateway Sites and Ruined Gateways show up in outliner.
Balance
- Juggernauts now have the same base maximum speed as Battleships and Titans.
Stability
- Fixed a crash when older custom names contained certain special characters <3
Modding
- Fixed crash when overwriting e.g. certain pop jobs or districts individually
- Fixed is_ringworld trigger being overwritten by a scripted trigger
3.6.0.1 (2022-11-29)
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#################### VERSION 3.6.0 - Orion ######################
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Changes and additions
The Stellaris 3.6 “Orion” update includes many changes to combat. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types.
COMBAT REBALANCING
- Ship Roles can now be selected to auto-design ships that actually fulfill certain roles, such as Artillery, Brawler, Torpedo, and so on. If you do not possess any weapons that fulfill the selected role, it’ll do its best with what you have.
- Added a new ship size: Frigates are an advanced form of Corvette specialized in delivering G class weapons.
- Torpedoes now gain a multiplicative damage bonus to their damage based on the ship size of the target, as do Prethoryn missiles. The Unbidden also get a reduced variant of this. This bonus is capped at +800% damage.
- Torpedoes now have a maximum firing arc of 25 degrees and a shorter maximum range.
- Energy Torpedoes such as Proton and Neutron Launchers have been changed into G class weapons with a minimum range. Damage has been adjusted to be balanced as a Torpedo class weapon, and like the new Torpedoes, they deal increased damage to larger targets. Unlike standard torpedoes, they remain instant hit weapons for now.
- Some sources of Evasion have been replaced with other effects.
- Small weapons of a category now have a slightly faster refire rate, Large weapons of a category now have a slightly slower refire rate.
- Added a minimum range to all Large weapons except Lasers and Autocannons.
- Weapon component tooltips now display minimum range and firing arc.
- Significant adjustments have been made to various ship combat behaviors.
- Ship combat computers now ignore certain weapons for desired range purposes, and base their desired distance on the actual loadout of the ship. "Swarm" and "Torpedo" behavior will charge in, "Picket" and "Line" behaviors will attempt to stay at the range of their median range weapons, and "Artillery" and "Carrier" will try to stay at the range of their longest ranged weapons.This generally increases the desire for ships to remain at range if possible.
- Artillery and Carrier combat computers now use the new maintain_range combat behavior, which attempts to back off if at less than roughly half their desired range.
- Strike Craft no longer intercept missiles, but will continue to fight each other. Reduced the health and refresh rate of most strike craft.
- Flak Batteries now more strongly counter Strike Craft, while Point Defense now more strongly counter missiles and torpedoes. Strike Craft are more reliant on Shields, Missiles and Torpedoes are more reliant on Armor. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft.
- Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening.
- Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range).
- Added Medium and Large Autocannons.
- Disruptors and Autocannons are now considered Brawling weapons, with short range but faster attacks.
- Mining lasers are now classified as Brawling weapons. Refire rate and general stats have been adjusted.
- With the exception of Autocannons, Kinetic and Missile weapons no longer have bonus hull damage.
- Lasers now deal 25% bonus hull damage.
- Increased the power consumption, cost, and damage of Plasma weapons to differentiate them more from other energy weapons.
- Ships now get a limited number of disengagement opportunities. All current drives provide 1 disengagement roll once the ship takes hull damage below its disengagement threshold, and the Hit and Run war doctrine grants all of your ships an additional attempt. Civilian ships set to evasive will continue to try to disengage with each hit.
- The Hit and Run doctrine provides +2 Disengagement Opportunities.
- Admirals now grant their fleet +1 Disengage Opportunity at levels 5 and 10.
- The Enigmatic Encoder now proves +1 Disengagement Opportunity rather than evasion.
- Armor components now grant twice as much armor as before. Shield components now grant +50% more than before, but regen remains the same. Hull components grant less than before.
- Hull Technologies now give 10% hull instead of fixed values.
- Armor and Hull regen now behave like shields - five times faster outside of combat. (Regen values are now 20% of the previous values for most components.)
- Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. Torpedoes (and Proton/Neutron Launchers) are now the only weapons that fit into the G slot.
- Adjusted the maximum range of all non-torpedo missiles. Reduced the range of torpedoes. Decreased Missile Accuracy from 100% to 85%.
- Made XL weapons more likely to target battleships and titans.
- Massively increased the chances to lose or damage ships when a fleet uses emergency FTL to escape a battle.
- Reduced the time before emergency FTL can be initiated during combat.
- Ships should try to spread out a little further away from one another in combat.
- Ion Cannons now have 3 Aux slots. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot.
- Adjusted power costs for Aux slot utilities.
- It is no longer possible to kill a dragon by distracting it with a large fleet of transport ships.
- The cap to the Force Disparity bonus for fleets that are significantly outnumbered has been dramatically increased.
FEATURES
- Reworked the Ascension Paths from Utopia into tradition trees.
- Added a version of the Synthetic ascension path for machines to Synthetic Dawn.
- Added Conclave Federation Election type to Federations.
- Added Ascensionists civic to Utopia for regular empires and equivalents for hives and machines. Provides +25% planetary ascension effects, -10% ascension cost, and reduces the additional cost of traditions from empire size by 25%.
- The Epi-Genetic Triggers technology and Genetic Resequencing tradition now both allow the removal of pre-sapient traits from species via species modification. The Servile trait from the Syncretic Evolution origin and traits bestowed by the Enigmatic Cache count as pre-sapient traits for this.
- Added various new galaxy shapes, such as 3 and 6 arm spirals, and some more experimental and irregular shapes.
- Galaxies now default to Spiral (2-Armed) rather than Elliptical. Tiny Galaxies now support Spiral (2-Armed) galaxies.
- Added an archaeology site in a new solar system with a debris belt.
- Added support for Text To Speech in various views containing longer texts.
- Added the Cordyceptic Drones civic to Necroids for hiveminds, allowing them to reanimate all organic space fauna..
- Added an event on game start with Common Ground origin to let you pick your federation type.
Implemented new event chains.
IMPROVEMENTS
- AddedRolled Slave Revolt content into the general Separatist Revolt Situation as a variety when slaves try to revolt.
- Added "planet revolt" VO to planetary revolt situation
- The habitability planet icons in the system view can now be clicked just like on the galaxy map.
- Added a Planet Automation setting which allows for construction even during resource deficits.
- Added tooltip for Detox saying how many Toxic Terraforming Candidates you have within your borders.
- Machine name lists now use hexadecimal and 0-based sequential names.
- Made auto-migration happen via weighted random (so the destination planet will be algorithmically chosen from among the valid destinations, rather than pops always favoring a certain planet until it is full even when multiple are available).
- Changed how Planet Automation is presented in the Planet View to more clearly show that there are settings available.that the player can use.
- Planet Automation Crime Management will now forbid enforcer jobs if you have 0 crimes and allow enforcer jobs if you have more than 27 crime.
- The tooltip for planetary automation designation setting now explains when it will create new jobs.
- Added a new event image for reanimation related events
- Added the Parasitic Overmind Government type.
- Explicitly prevented various scripted solar systems from spawning inside Marauder territory. These include Amor Alveo, Wenkwort, the Caravaneer capital, and Lost Colony origin systems.
- Delayed the start of precursor events for empires with the On the Shoulders of Giants origin. Players who are busy exploring their own backstory may begin exploring those of the broader galaxy after completing the 'Intercepting History' event chain, at which point Precursor events are 3x more likely to appear.
- Habitats built in orbit of large zro, alloy or dark matter deposits now also collect these deposits.
BALANCE
- Occupied planets no longer produce or consume resources from buildings or pops.
- Added nanite autocannons and flak cannons as a reward for killing the scavenger bot.
- The Aquatic trait now costs 2 points.
- Driven Exterminators can now assimilate other machines after taking Synthetic traditions.
- Added a Robot Assembly Complex building that gives 2 roboticist jobs. This is unlocked by a new Robotic Assembly Systems technology.
- The Logic Engines trait is now allowed on droids.
- Tweaked Galactic Market location formula to far more strongly favor trade value in its criteria.
- Capped Federation Experience at 2000 above what is required for level 5, so that level 5 federations with AIs are no longer one of the most fragile configurations known to man.
- If a species cannot live on a planet, it is now the first to be purged from it (this closes a Clone Army exploit related to slowly purging other species instead).
- Artificers now no longer produce engineering research.
- Made Zro Distillation more likely to appear if you have a Shroudwalker teacher.
- Pearl Divers have had their CG output increased, with a corresponding increase in food/mineral upkeep. Their trade value output has been reduced.
- Splinter Hive holdings now require at least 30 pops present on the subject planet to be constructed.
- The Toxic Entity now has an acidic gland dealing 1.25% hull damage per day to all ships in the same system. This does not apply to the player controlled variant.
- A large number of tweaks to the ethic assignment weights. Includes making certain weights based on diplomacy with empires of a particular ethos have an impact that is more dependent on the number of empires you are engaged in such diplomacy with.
- Fixed some oddities that hampered authoritarianism, e.g. now relations with authoritarian empires boosts authoritarianism, and if you are authoritarian, it will no longer boost egalitarianism for you to give your pops good living standards. Finally, also added some weights based on the job the pop is actively working (e.g. priests, nobles and soldiers)
- Certain technologies are no longer cheaper than other technologies in the same tier.
- Food Processing Centers, Mineral Purification Hubs, Energy Nexuses, Alloy Nano-Plants, Civilian Repli-Complexes, The Auto-Curating Vault, Citadel of Faith, Corporate Vault and Alpha Hub now have increased cost and upkeep on ringworlds, in exchange for providing the benefits normally giving by their related orbital ring buildings.
- Ringworld colony designations and ecumenopolis planet class now provide both mechanical and organic pop assembly.
- Colony designations on ring worlds now provide +10% pop growth and assembly speed (this can be multiplied through planetary ascension). The default "ring world" designation provides +15%
- Ecumenopolises now give +25% growth and assembly speed, rather than +50% growth (and no assembly)
- Efficient Bureaucracy civic now grants Bureaucrats, Priests, Managers and Death Priests with Edict Fund production that scales with modifiers to their Unity production.
- Imperialist and Supremacist factions will now be pleased forever if you defeat a Leviathan, not just for 20 years. They are also a bit less selective about which Leviathans they are pleased about you killing (i.e. the list has been updated for those added since the Leviathans DLC)
- Several factions now care about the type of federation you are in, if it is one attached to a particular ethic
- The Imperialist faction will now care about how much of your fleet power you are using.
- Factions will now disband and not reform if they can command the support of less than 3% of the electorate.
- Halved the culture worker modifiers for Egalitarians, Xenophobes and Xenophiles.
- Doubled the culture worker modifier for Pacifists.
- Increased the time it takes to do first contact with other civilisations by about 30%.
- Slightly increased the chance of having a unique first contact event chain.
- It is now allowed for the galaxy to contain multiple void dweller empires.
- Moved the repeatable technologies for strike craft into Society - Military Theory.
- Reduced governing ethics attraction of newly-conquered pops.
- Removed defense platform cost and upkeep reductions from Bulwarks. Bulwarks now gain inherent shield and armor hardening as they level up.
- Strategic resource planetary automation will no longer fill fortress designation planets with refineries instead of strongholds.
- Subjects that are not disloyal will now gain ethics attraction corresponding to their overlord's ethics (this was already the case for spiritualism, now it is the case for all ethics).
- The Cybrex and Sentinel factions now scale to a limited degree based on the setting for endgame crisis difficulty (their difficulty = square root of crisis difficulty).
- Martial Law, Hunter Killer Drones and Compliance Drones planet modifiers now provide penalties to both mechanical and organic pop assembly.
- Zro distillation technology no longer explicitly requires Psionic Theory, but is extremely rare without it.
- Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap).
- Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots.
- Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system.
- Larger Extradimensional ships and structures now have a point defense solution. Bzzt.
- Special endgame crisis factions such as the Aberrant, Cybrex and Sentinels now show up a bit earlier during the endgame crisis on large galaxy maps.
- Presapient traits now have no trait point or trait pick cost.
- Ascension Paths:
- Assimilation tooltips now state if they will remove psionic or cybernetic traits.
- You can now psionically awaken cyborgs. Doing so removes any cybernetic implants they have.
- Installing cybernetic implants in a psionic species now prevents them from having any psionic abilities.
- Non-hive-mind cybernetically ascended empires can now remove the hive-mind trait from hive-minded cyborg pops by assimilation.
- The budding trait is no longer mutually exclusive with the vat-grown trait. The polymelic trait is now mutually exclusive with all versions of the budding traits.
- Rebalanced the Cyborg, Erudite, Psychic and Synthetic leader traits.
- AI Opinions:
- Dramatically increased the absolute value of most opinion modifiers.
- Increased the opinion modifiers granted from first contact, decreased the base rate at which they decay and made the decay rate modified by improving/harming relations.
- Increased the opinion penalty for undertaking Become the Crisis.
- Maximum opinion from Improve Relations has been increased to 150. Minimum opinion from Harm Relations has been decreased to -150. Previous values were 100 and -100 respectively.
- Opinion modifiers from espionage operations now have their decay rate affected by improving and harming relations.
- Opinion modifiers from Galactic Imperium interactions now have their decay rate affected by improving and harming relations.
- Refactored opinion modifiers from Galactic Imperium.
- Only xenophobes are now happy if the caravaneers are destroyed.
- Xenophile, pacifist and corporate are upset if the caravaneers are destroyed.
- Traditions:
- Rebalanced Harmony, Prosperity, Mercantile, Versatility, Synchronicity and Adaptability traditions.
- Origins:
- Mechanists: Now provides +15% robot assembly speed and +1 robot trait pick as origin modifiers instead of -5% robot upkeep. The starting robots now have the bulky and high maintenance traits and the matching trait for whichever worker job they hold. Finally, they now have Robomodding as a guaranteed research option from the start of the game.
- Shattered Ring: The number of segments that are colonizable on game start now depends on the Guaranteed Habitable Worlds setting. These segments have a large amount of blockers including some that require advanced technology to clear, but impact the habitability of the segment. Shattered Ringworld segments are no longer ideal worlds, but have a base of 100% habitability. Repairing shattered ringworld segments now qualify you for the Galactic Wonders AP. The cost and time to restore the shattered ringworld segments has been reduced by 25%.
- Corpse-Filled blockers now take a year to clear.
AI
- AI will now value you offering them fleets. This fixes several cases where you could cheese the AI with worthless offers (e.g. fleets that you have just disbanded, or fleets that have no FTL drive, or are 100% of your total fleet despite being just 1 ship)
- Added base unity target for machine empires so they can afford more leaders in the early game.
- AI assault transports will now go ahead and invade planets if they have enough strength even if they have additional reinforcements on they way.
- AI will no longer assign excessive amounts of fleets to bombard the same planet.
- AI will no longer get stuck trying to activate tradition trees it was blocked out from activating, like the ascension perk trees. (This previously mainly affected modded games).
- AI will now build armies based on the size of their economy.
- AI will now correctly avoid superior enemy forces when pathing to link up with their fleet group
- AI will now use war time edicts, and pay for their strategic resource from their stockpile without constructing additional rare resource producing buildings.
- AIs lacking rare resources will no longer create ship designs that rely on them.
- Fixed an issue where the Prethoryn Scourge did not run all of its AI code sometimes making it less effective.
- Fixed an issue where AI would sometimes build strongholds even though their economy plan for navy cap was not activated.
- Made the AI generally want more battleships, and generally varied the AI's desire for a certain distribution of ship sizes between personalities.
- Made strategic AI take friendly following fleets into account when computing fleet power.
- Empires will now support crisis decelerations against empires they are at war with.
- Fixed issues with AI's difficulty-adjusted economic modifiers, and certain misevaluations of modifier benefits in its economic strategy
STABILITY
- Fixed Out of Sync involving branch office power production.
- Fixed a crash when ascending planets
- Eliminated potential out-of-sync due to diplomatic relations.
PERFORMANCE
- Fixed lag from having a combination of a large number of species and a large number of colonisable planets.
- Opening the fleet manager in the late game will now have a much-reduced impact on frame rate
- Reduced UI frame rate lag from several sources (notably related to fleets and calculations of whether and where any reinforcements can be recruited)
- Further improved the performance of using triggered economic category modifiers.
- Made mean time to happen events early out if they have fire_only_once and have already fired. (I.e. they will stop draining performance once no longer relevant).
- Slightly sped up the calculation of pop job weights when updating them from serial (i.e. not during the monthly batch parallel update)
- Added caching to AI fleet power calculations.
UI
- Added terraforming candidate icon to galaxy map and system view.
- Reduced notification spam from empires having certain CBs on you.
- Selecting fleets from the galaxy map will now no longer select fleets merging with larger ones. This permits selecting all large fleets in a system without disrupting any fleets that are on their way to merge with them.
- Caravaneers now tell you when you will be allowed to open another Reliquary in the tooltip where they say they can't offer one right now as they need more time to prepare.
- Added planetary designations to the dropdown list for selecting planets in the resettlement view, and generally made it look a bit nicer.
- Tooltips regarding offering or receiving Federation Association status now explain that this is basically a non-aggression pact
- Added a more helpful tooltip to the Inter-Dimensional Trade modifiers.
- The technology card UI will now resize dynamically depending on the size of the content in the card.
- Fixed selected technology card scroll bar overlapping the unlocked content icons.
- Fixed mouse shortcut tooltip for pausing the game being displayed in multiplayer even though it cannot be used in multiplayer.
- Added a tooltip for war demand achievement acceptance that lists systems you lack claims on.
- Added information on potential branch offices for megacorps to the "Kick from Federation" diplo action's tooltip, since Commercial Pacts between federation members are not a thing
- Expansion planner view now has ahave Terraforming Candidate filter. which will help the player to find the uninhabitable planets which has potential to be terraformed to habitable ones. Also there is new status icon which will help distinguish the planets which are possibleis possible to terraform from the ones that are notis not. (not owned, tech requirements, etc...)
- First Contact event chains will now progress if there is a purely random event with only one option. (Note that this only covers events between stages, not the ones that end stages, which may also only have one option). You can tell if your first contact chain is not blocked by a pending event by the alert looking less urgent.because the alert icon will look a bit less threatening.
- Fixed the tooltip for commercial pacts showing the wrong value for how much you would benefit in terms of trade income.
- Fixed it being possible for the subject toThe subject will no longer be able to press the "Build Holdings" button in the agreement view.
- Added modifier details to production and upkeep of building tooltips.
- Added modifier details to production and upkeep of district tooltips.
BUGFIXES
- Fixed strike crafts flying far below the fleet during combat.
- Added check for disabled fleet when ships are destroyed and end combat if the last ship is disabled. This may solve some instances of the “invincible fleet” bug.
- The last pop on a planet will no longer auto-migrate away.
- The asteroid colony event will no longer get distracted when shot and is now slower to allow for more time to react.
- The Holy Guardians will no longer mind if you turn their Holy Worlds into other planet types as long as you have the Head of Zarqlan. MAY HIS WILL BE DONE
- Fixed planetary ascension modifiers increasing rather than decreasing empire sprawl.
- Auto-designed ships can no longer equip space amoeba weapons.
- Fixed it being possible to get Slave Optimization agenda and Iron Fist trait without actually having any slaves.
- Added missing megastructures to the Giga-Engineering achievement check.
- Repairing the Shattered Ring now makes it have an appearance that matches your empire’s scheme (as restoring ruined ring worlds does).
- Fixed the possibility that the automatically-spawned Commonwealth of Man or United Nations of Earth could spawn next to a xenophobic fallen empire.
- You will no longer get a notification of another empire completing their gateway construction when you are the first to make a gateway and it activates some other gateway.
- C.A.R.E. Relic World now has Dense Ruins rather than Former Relic World (which it could then get twice if you made it an ecumenopolis)
- Fixed a case where the Caravaneers would ask en empire they had never met to relocate there after their home system was destroyed.
- It is no longer possible to engage the Marauders in conversation multiple times, simultaneously.
- Fixed some cases where orbital deposits could spawn on habitable planets.
- Expand the Planetary Sea is now no longer available on a planet you are terraforming.
- Renamed the 'Planetary Government' and 'Planetary Unification’ technologies for Machine and Hive Mind empires. Machines now begin with 'Planetary Instantiation', and may research 'Uniform Data Standards' as before. Hive Minds begin with 'Planetary Plexus', and now refer to the subsequent technology as 'Evolutionary Convergence'. The actual effects of these technologies remain unchanged.
- Fixed that the ruined quantum catapult in the salvager system spawned above the black hole.
- Tweaked a solar system generated as part of the Imperial Fiefdom origin. The vassal's neighborhood gas giants are no longer quite as close to consuming nearby asteroid belts.
- Marauder clans may no longer spawn in systems which are adjacent to player empires.
- Fixed "blocker cleared" VO not playing.
- Fixed STT button not being clickable in the multiplayer lobby.
- Fixed STT button being malplaced in the multiplayer lobby.
- Fixed an issue which would prevent the Galactic Rebellion from forming if its instigator was the only independent (i.e. non-subjugated) empire left in the galaxy.
- The Spiritualist Awakened Empire should no longer be capable of making a gestalt consciousness turn into a spiritualist empire.
- Fixed some issues with intel logic that could mean that occupied planets could be set to flip between surveyed and unsurveyed each day.
- Executing the envoy that hand-delivered a strongly worded letter no longer incorrectly locks policies that are not causing you to be in breach of galactic law.
- Eating the envoy that hand-delivered a strongly worded letter now locks policies that are causing you to be in breach of galactic law.
- Pacifist Xenophobe empires are no longer in two minds about those who choose to destroy Caravaneer fleets. Pacifism wins out and they now only hold a negative Opinion towards such empires, rather than both positive and negative.
- Reunited the ‘Code Changes’ and ‘Incompatible Code’ empire modifiers with their missing icons.
- First Contact events involving the Shroudwalker and Salvager enclaves now play appropriate sound effects.
- Fixed the broken ringworld segment for the fallen machine intelligence from hiding behind the other segments.
- Empires released by those that have the Divine Sovereign civic will no longer inherit the Divine Sovereign civic.
- Devouring Swarms should no longer come and inspect your ringworlds.
- Fixed an unsupported glyph appearing in place of apostrophes in assorted 'Specialist Subject' events.
- Fixed Corporate Dominions required to have finished Mercantile Traditions to form a Trade League.
- The unbidden no longer have an increased opinion of you if you destroy the Caravaneer's home.
- Added missing flags for Could Be Worse to the Knights' version of Venus and the toxic planets in the Toxic Entity's system.
- Colony event "Wasteland Radiation" won't trigger anymore if your species is immune to radiation.
- Completing the Flesh is Weak special project will no longer allow psionic pops to keep the psionic trait when they gain the cybernetic trait.
- Contingency Worlds now become ordinary colonizable worlds upon losing their Pops.
- Colonies that are depopulated in the middle of ground combat will now correctly end the battle.
- Fixed generated war names when a crisis is declared by the Galactic Community.
- Fix for when becoming a vassal resets all Policies and Species rights to Default.
- Fixed issue with war names using the wrong Empire's name.
- Fixed "Crystal Ball" event not triggering correctly upon entering the Crystalline Home System.
- Fixed being unable to reorder the build queue of your branch offices and subject holdings.
- Fixed colony auto designations really thinking you wanted hydroponics stations.
- Fixed galcom resolution Neutral Defenders, Tiyanki Pest Control and the Tiyanki Conservation Act not correctly unlocking sanctions.
- Fixed missing alpine world modifier in Contingency's habitability preference.
- Fixed missing goto button for "Mineral Factorial" anomaly event.
- Habitats built in orbit of planets with multiple deposit types, such as the mixed energy and alloy deposit spawned as part of the Knights of the Toxic God origin can now only have one of research, mining or generator districts instead of overflowing with too many district types
- If you open a Vault on a tomb world Earth, you will now find Humans inside rather than random aliens (unless Humans already exist in the galaxy).
- Lead ships should no longer run into the enemy disregarding their combat computer.
- Percentage based hull, armor, and shield regen modifiers now show their values correctly. (As +1% rather than +0.01%)
- planet_stability_add modifier now has a single decimal place, meaning that Death Chronicler and Chronicle Drone jobs are correctly shown to be producing 2.5 stability instead of 2.
- Fixed localization for the Trader Proxy Office.
- The Horizon Signal events converting your empire species' portraits wholesale now give you a little bit of warning ("This may have significant and unpredictable consequences")
- Removed out dated sector automation logic which was activated for planets when sector automation was enabled but planet automation was deactivated.
- Robot empires will now take planet habitability into account correctly for auto-survey targets.
- Shroud Chosen Leaders will no longer lose their chosen trait on becoming rulers.
- Stopped you getting the Xeno Comedy event as a gestalt empire as it didn't really work flavour-wise for them.
- Synth ascension now gives a warning for the Overtuned origin.
- You can now crack pre-ftl worlds within your borders.
- Using planet crackers against pre-ftl civilizations now requires the Unrestricted Native Interference policy.
- Fixed caravaneer diplomacy view not having a close button.
- A fleet moving towards an orbital object that gets destroyed will now move to the star of the same system, rather than stopping.
- Adjusted fleet view textbox max height to remove truncation in Korean.
- Fixed unavailable resource terms in agreements being considered when validating agreement proposals.
- Defense platforms no longer sail away when in combat but too far away from engaging the enemies.
- Corrected the caravaneers focus button sprite and added a location for every related diplomacy event script so that the button shows up.
- Pops employed at removed jobs now gets fired instead of sticking around.
- Fixed species modification window not showing all species traits if you had a large number of traits.
- Thought Enforcement edict is now available even if you haven't made contact with another empire.
- Fixed the ‘disband fleet’ button in the fleet view using the disband ship icon.
- The option to close communications with Mercenary Enclaves upon first greeting them has been moved to the bottom of the event screen, in line with other, similar events.
- Corrected SPQR family name gender.
- Daemons will no longer use any random namelist.
- Fixed inconsistent coloring in leader trait descriptions.
- Fixed the diplomatic mapmode showing tooltips saying you were in a Commercial Pact with someone if you had a Research Pact with them, and vice versa.
- The tooltip for planetary ascension upgrade will no longer show upgrade info for the non existent tier 11.
- Fixed missing X on Xeno-Compatibility tooltip for non-xenophiles.
- Fixed a tooltip for the Life-Seeded Origin which would appear to repeat a query on the Relentless Industrialists civic.
- Added missing tooltip for district sorting in expansion planner.
- Fixed the tooltip for the Megacorp authority in empire creation not explaining why it was unavailable if the Megacorp DLC was not enabled.
- Currently picked anomaly scientist's skill icon now has the correct tooltip.
MODDING
- Fixed num_free_districts sometimes providing erroneous results if used with districts that were not capped by modifiers.
- Made excessively confusing way of doing tradition tooltips make you have to explicitly tell the game you want to overwrite the automatic modifier and effects tooltip with a custom one (custom_tooltip). Also added custom_tooltip_with_modifiers and made on_enabled show up in the tooltip too
- Added government_election_years_add and government_election_years_mult.
- Added ability to script in modifiers on ship sections.
- Added support for sound_is_advisor on show_sound in events.
- Added on_resolution_passed and on_resolution_failed on_actions.
- Added position_on_current_resolution and position_on_last_resolution.
- Added a quick open option for IMGUI views related to selectable entities ingame. Holding ctrl + alt and selecting a ship or fleet will now open the IMGUI debug view for fleets and ships.
- Split if_resolution into a separate if_scaled_resolution. This allows for separation of pure and scaled resolution conditions in GUI script.
- Added <resolution_category>_vote_strength_mult modifier.
- Added a galaxy_shape trigger.
- Added a is_capitalist scripted trigger to check for corporate authority, merchant guild civic or corporate dominion civic.
- Added a valid_leader parameter to federation types to limit the leadership candidates.
- Added ability for planet automation to forbid and allow jobs.
- Added additional_crisis_strength trigger.
- Added console commands "text_to_speech_raw" and "text_to_speech_loc".
- Added country scope num_planetary_ascension_tiers trigger.
- Added envoy_cohesion_effect_mult modifier for federations.
- Added federation_experience_add modifier.
- Added modifiers planetary_ascension_effect_mult and planetary_ascension_cost_mult.
- Added set_variable_to_random_value effect.
- Added triggered_ship_modifier in component templates.
- Added upgrade_trigger block for planet automation which allows for individual logic of when buildings should be allowed to be upgraded.
- Fixed last_added_deposit
- Fixed print_scope_trigger not working
- Fixed root and from scopes within create_leader and create_ship
- Fixed show_in_outliner in megastructures not actually working.
- If you add too many options in an archaeology site or first contact, it now adds a scrollbar for those that don't fit in the interface.
- Made galaxy shapes (map/galaxy) into regular database objects. This means you can define new ones.
- Made the fail text of a tradition's "possible" check show up in tooltips.
- Moved most pop upkeep and resource production to inline script.
- Removed pop_assembly_speed modifier. You should use planet_popassembly(organic_)mult instead. The sole difference previously was the former only worked in species traits (the untriggered sections) and the latter worked everywhere else (but not species traits). The error log didn't warn you of this, either. So now the latter works everywhere and the former no longer exists.
- Added destroy and abort triggers for starbase modules and buildings.
- Ship roles can now affect weapon selection. Added a define for the ship roles effect on the weapon selection.
- Integrated ship roles to the remaining components and their selection process with an additional define for utility components.
- Ethics are now individually overwritable.
- Added size_damage_factor to weapon components, which modifies damage based on the ship size. At 0, there is no effect. Positive values multiply the weapon damage by the value times the target ship size. (Ship size is treated as a minimum of 1 for these calculations.)
- Added point_defence_targets to component template, which sets valid targets for PD weapons. "missile" and "strike craft" are valid options. See 00_weapons_pointdefence.txt and 00_strike_craft.txt for examples.
- Localization can now handle grammatical cases and complex grammatical dependencies.
- Added support for grammatical gender and plural in names.
- Added a tag system to enable localization to be aware of names' grammatical genders and similar attributes.
3.5.3 (2022-10-11)
#################################################################
######################### VERSION 3.5.3 ##########################
#################################################################
Improvements
- You will no longer get alerts about envoys dying.
- AI will now research debris.
Balance
- Shared Burden now doubles the unity gained from the egalitarian faction.
- Ensured consistency in the Toxic God starting resources: the home system will now always contain a +3 alloys deposit. A nearby one will contain another +2 and a further +6 energy.
- Federation subjects that cannot vote can no longer persuade federation members that someone should not be invited into a federation
- Capped Noxious happiness bonus at 40%.
- Vassals that leave an overlord's war by a change in the agreement will now get a truce with every opponent.
Planet Automation
- Removed out dated sector automation logic which was activated for planets when sector automation was enabled but planet automation was deactivated
- Clarified the tooltip explaining when planetary automation will create new jobs
- Planet Automation Crime module will now forbid enforcer jobs if you have 0 crime and allow enforcer jobs if you have more than 27 crime
- Added a Planet Automation setting which allows for construction even during resource deficits
- Changed how Planet Automation is presented in the Planet View to more clearly show that there are settings that the player can use
Bugfix
- Fixed Toxoid presapients having Aquatic portraits.
- Fixed gateway tags not showing up in the solar system map.
- Fixed megastructure outliner right click not focusing on the megastructure (as is standard for other outliner objects).
- Fixed one of the outcomes of the Ancient Robot World arc site featuring visual bugs (placeholder model due to not having a correct graphical culture set).
- Updated tooltip for Mutagenic Spa to match values given by Bath Attendant jobs.
- All resolutions in the Galactic Market category now require the market to be formed in order to be proposed.
- Fixed farm appendages bonus from “Damn the Consequences” edict.
- Fixed low maintenance to be an actual bonus.
- Added the actual effect of Damn the Consequences to its effect tooltip.
- Fixed Situation modifiers not updating in some circumstances when you changed Approach or Stage.
- The Debris Field anomaly will now reliably fire an event when you research it.
- Fixed copy paste error in Toxoids 3 name list (male regnal names).
- Fixed the Toxic God branch office building not reliably boosting quest progress, depending on your chosen civics.
- Fixed radiotrophic simple drones for lithoid hive minds having their mineral upkeep increased instead of decreased.
- You can now only consecrate one habitat per activation of the Toxic Maw.
- Updated the tooltip for requiring additional activations of the Toxic Maw.
- The Prethoryn Brood Queen relic now correctly sets the relic activation cooldown timer.
- Machine Intelligence pops are now correctly purged again when conquered by an organic empire.
- Fixed Heritage Sites and Hypercomms Forums not converting to Pillar of Quietuses and Galactic Memorials respectively.
- Fixed an ungrammatical pronoun being used in one of the early Toxic Knights quests.
- The primitive habitats in Federation's End system are no longer in danger of being turned into barren worlds by asteroids.
- Fixed a stray “?” in the event where the Shroudwalker enclave is destroyed.
- Corrupt Survey Data event can no longer happen on planets with moons, as it would leave the moon orbiting nothing, and due to cost cuts we can assume that the holographic projection couldn't also cover the moon.
- Fixed the Toxic Knights end bugging out if you SPOILERS using a mercenary fleet.
- Clarified the negative happiness impacts of the Noxious trait in a pop's happiness breakdown.
- Fixed misleading tooltip for why an AI will say no to your request to join their federation (it suggested they did not want to be a federation partner with a current member, but actually it meant that that member did not want to be a federation partner with you).
- Fixed Luminous Blades modifier stating it was a bit more effective than it actually was.
- Fixed megashipyards not benefitting from certain country-wide ship cost and build speed modifiers.
- Fixed cases where if a hive forced a regular empire to release a vassal with a status quo peace deal, the resulting empire would be a hive empire without hive pops. (Also fixed it for machines, and for the opposite case of regular empires attacking or machines).
- Added missing effect to the tooltip of the Psionic Archive relic.
- You can now once again apply species templates that would remove beneficial traits, so long as you were able to make the template a valid combination in the first place.
- Leader and envoy portraits now switch correctly after undergoing synthetic ascension.
- Science ship modifiers are no longer doubled in the tooltip.
- You should no longer be able to have multiple monuments on a single planet (again).
- Fixed issue where invalid research alternatives may be left in TechStatus after adding pre-learned technologies at start of game.
- Spiritualist Empires now care about Relentless Industrialism on their holy worlds.
- Chemical Bliss no longer states that it causes unemployed pops to produce unity.
- Fixed various crashes.
AI
- Increased the monthly random chance that an AI will decide to start preparing for war.
- AI empires will now bring their assault armies towards the enemy during war preparation phase.
- Reduced the maximum AI war preparation period from 60 months to 30 months.
- Fixed an issue where AI would use their "prepare for war" gather logic even during an ongoing war.
- Fixed an issue where the AI would try and gather their fleets for an upcoming war in a system which they could not access.
- Fixed AI sometimes not hiring enough scientists to keep researching.
- Fixed some cases where AI would inexplicably spam admirals.
- AI hive-mind will no longer destroy hive warrens.
- Fixed AI not allocating at least the desired_min to its budgets. Double-allocating resources is less risky than having it not be respected, as with the Influence budget there's a fair chance that the desired minimum may never be hit
- Improved AI's early game alloy expenditure (it wanted to put a lot into buildings even though most of the time none of the buildings cost alloys)
- Xenophile empires are now more likely to build trading hub type starbases, changed from materialists.
- Fixed issues with starbase module logic which made AI forbidden from building anything on certain starbases.
- Fixed an issue where AI fleets would get stuck in a loop of resetting their move orders during hyperlane windup time.
- Fixed an issue where AI empires were not allowed to downgrade shipyard type starbases if they had an ongoing construction of ships which made AI empires have much more shipyards than intended.
- Fixed an issue where bombarding AI fleets would get stuck in a loop of flying between the starbase in the system and orbiting the bombardment target when they were waiting for assault armies to invade their bombardment target planet.
- Added additional logic for AI to merge fleets which are close to each other during wars to reduce the amount of small AI fleets.
- Fixed an issue where AI empires would incorrectly try and merge their assault armies together by using FTL reinforcement mechanic, causing their ground troops to be indefinitely stuck in MIA mode.
- Fixed several issues with AI regrouping logic where fleets would suicide one by one instead of grouping up together before attacking.
- AI empires who do not use food will no longer build hydroponics on starbases.
Modding
- Added show_in_outliner (default: yes) to determine whether a megastructure type should be shown in the outliner
- Specifying a "key" in a triggered modifier will now at least some of the time make the modifier have that key as its "name"
- Fixed the script profiler (previous results using it should be disregarded)
- Added ability for planet automation to forbid and allow jobs
- Added upgrade_trigger block for planet automation which allows for individual logic of when buildings should be allowed to be upgraded
3.5.2.1 (2022-09-22)
#################################################################
######################### VERSION 3.5.2 ##########################
#################################################################
Bugfix
- The Toxic Entity will no longer bless those unworthy. (You cannot select a Toxic God solar system initializer without the Knights of the Toxic God origin).
- Crisis will now destroy the starbases of the systems it invades, fixing an issue where the AI would sometimes not land their armies on colonies properly.
- You can no longer put the Toxic God's strike craft on your ships if you defeat the Prethoryn.
3.5.1 (2022-09-20)
#################################################################
###################### Toxoids Species Pack #######################
#################################################################
- New Toxoid Empire Art:
- Species portraits
- City set
- Ship set
- Colossus ship
- New Origins:
- Knights of the Toxic God
- Overtuned
- New Ascension perk: Detox
- New Traits
- Exotic Metabolism
- Noxious
- Inorganic Breath
- Incubator
- New Civics
- Scavengers
- Toxic Baths
- Relentless Industrialists
- New achievements:
- Quest Complete - Find the true ending of The Order’s noble quest.
- Toxic Workplace - As a Toxoid Galactic Custodian or Emperor, insult every other member of the Galactic Community. (Minimum 3)
- Could be Worse - Colonize a planet that started the game as a Toxic world, then turn it into a Tomb World.
3.14.1592653 (2025-04-02)
3.14.1592653 Patch Notes
[SPOILER=3.14.1592653 Patch Notes]
Added new color variants for stargazer portrait
[/SPOILER]
3.14.15926 (2024-12-10)
3.14.15926 Patch Notes
[SPOILER=3.14.15926 Patch Notes]
Bugfix
- Fix to AI machine empires spawning as Despicable Neutrals without The Machine Age
- Fixed a Linux issue where the save game directory could not be properly accessed
[/SPOILER]
3.14.1592 (2024-11-28)
3.14.1592 Patch Notes
[SPOILER=3.14.1592 Patch Notes]
Balance
- Added energy activation cost to Propagandosphere
- Cloaking strength on Camouflage mutations are now consistent throughout sizes
- Gave -15% cloning cost and -10% fauna upkeep to Beastmasters civics
- Reduced Space Fauna cloning cost by 10%
- Reduced Space Fauna energy upkeep by 25%
- Removed minor artifacts production from Decentralized Research edict
- Reworked Mutated Voidworms fleets content and scaling, aligning them similar to Prethoryn Brood Queen fleets
Bugfix
- Accelerated juveniles animation speed
- Added Insider Trading and Trade Focus traits to each other's opposites block to stop them appearing together since they almost cancel each other out.
- Added Orbital Ring variants for Beastport/Hatchery/Vivarium descriptions in all supported languages
- Civics added in Grand Archive can now be swapped from the regular to corporate version and vice versa
- Clone Soldier Ascendants can now cyberize
- Clarified the texts of the Cultivated Worldscaping decision and planet modifier
- Deleting a design now keeps you in current designer type
- Enclaves and Marauders satisfy Xenoist Contact Demand
- Extreme Contortionist DNA now gives rare crystals instead of motes to be more consistent with the event that gives it
- Fixed AI that was not willing to build Shipyards
- Fixed an issue where Cognitive Node should be selected by the Leader Infected event
- Fixed blocked Tiyanki Graveyard event chain when capturing them
- Fixed Boarding Cables capturing literally anything - thanks for the fun screenshots
- Fixed Breeding Status displayed in view that was not always correct
- Fixed Fossilized Endoskeleton specimen localization
- Fixed Mercenary Enclave Stations unable to build ships
- Fixed Cloaked Patternwalker missing string
- Fixed scoped localizations for Memorial For Bubbles specimen
- Fixed an unlocalized string showing up when you tried to return starbases at times. Also added linebreaks to the same tooltip.
- Fixed recommended DLC tooltips in multiplayer
- Fixed a bug with too wide portrait on Empire Design Selection View
- Fix to AI machine empires spawning as Despicable Neutrals without The Machine Age
- FX for ship auras are now displayed
- Improved Cordyceptic Drones fauna damage modifier text in tooltip to make it clearer what it exactly affects
- Life Tree Protectors now don't move away from their system
- Lost colony parents using Sol as their system will no longer spawn two Siriuses if the guaranteed habitable worlds slider is set to 1.
- Mutated Voidworms fleets now don't use naval capacity
- Mutated Voidworms now don't show they can upgrade anymore
- Necrophages no longer create an endless series of replacement pops when purging on the Synaptic Lathe
- Orbital Assembly Complex holding now correctly boost Beastport and Hatchery on Orbital Ring
- Precursors can no longer be discovered on Astral Scars
- Prevent duplicate specimens from being found in the same empire
- Removed the unused h_dna string
- Stop showing upkeep part of message when leader upkeep is zero in hire leader confirmation dialog
- The Diplomacy Tradition Finisher now properly refers to Officials and not Envoys.
- Voidworms now stop bombarding if the Immunity technology is researched (before crisis)
- Worm-Riddled Gate is now correctly accessible if Voidworms are captured instead of killed
Stability
- Fix a crash when a tooltip references the concept of a tradition that doesn't exist
- Fix crash when Voidworms try to act on empty fleets
- Fix OOS when riftworld station is built
- Fix saves affected by the crash when an AI without a Grand Archive tries to capture a Space Fauna
- Fix Voidworms CTD
- Fixed issue with resolving the user home dir on linux that leads to CTD
[/SPOILER]
3.14.159 (2024-11-12)
3.14.159 Patch Notes
[SPOILER=3.14.159 Patch Notes]
Improvements
- By popular request, greatly expanded the basement storage of the Grand Archive. You now have 18 slots of overflow instead of 4.
- Replaced the Mysterious Labyrinth event image
- The Metalheads AI personality can be gained by Individualist Machines or Organic empires that are Very Strong (instead of just Strong)
Balance
- The Treasure Hunter Origin now starts leaders with level 3 of Adventurous Spirit, meaning it should no longer constantly be offered as an upgrade.
Bugfixes
- Add Beastport, Hatchery and Vivarium Tank to orbital rings, and add Shipyard exclusion rules
- Added a hyphen to the X-Ray Eye Beam mutation
- Added the missing loc to Sapient Specimen species rights
- Added the missing space in the credits' title
- Added the missing word "Food" to the Arboreal World planet modifier
- Adjusted perfected genes concept tooltip to align with reality
- Cyber Democracies no longer get leaders without upkeep
- Fallback to Weapon ranges if strike craft is used but there's no strike craft component range
- Fix a bug where, under certain circumstances, a Grand Archive was still considered destroyed after being rebuilt
- Fix a crash where an AI could capture fauna even if they shouldn't be able to.
- Fix Captain Ness not being legendary
- Fix Large Shard Accelerator tags
- Fix livestock modifier for Wrangler jobs
- Fix Mutations' Strike Crafts behaviour
- Fix Mysterious Chart event chain that could get blocked
- Fix Primal Leaders not being renowned
- Fix scores for Grand Archive Relics
- Fix Space Amoebas being hostile to Beastmasters bespite Amoeboid Pacification
- Fixed some Black Needle ships not displaying their bow section
- Fixed 2 cosmic storms projects not requiring scientists
- Gravity Snares can now only re-target to fleets they can capture
- Gravity Storms no longer cause Obsessed Gestalts to crave consumer goods for their drones
- Habitat Orbitals should no longer attempt to evade enemy fleets
- Habitat System Control now provide a Roboticist job for Individual Machines.
- It is now possible to use Space Fauna as the federation's fleets
- Reanimated space fauna uses half ship size of their living counterpart
- Removed tooltip for GOG and MS store achievements to require login to paradox account since this is not the case.
- Rogue Servitors are now also on energy duty during Gravity Storms
- Ships modifiers are correctly updated with their new fleet's modifiers before fleet's values calculation
- Space Fauna uses every components to calculate range
- Specimens acquired from trades now don't trigger Galactic Curators' unity bonus
- The Alien Box Event no longer has a nonsensical tooltip for gestalt empires.
- The Tachyon Beam mutations have found their way to the Tachyon Lance technology.
- Told the Artillery combat computers to stay at max range
- Voidworms shouldn't attack empires with Voidworm Immunity before crisis
Stability
- Defensive check for nullobj when dealing with auto exploration orders
- Fix crash when Voidworms try to act on empty fleets
- Fixed issue with diplomatic distances differences after hotjoin/resync leading to OOS
- Fixing potential crash when trying to create a ship from a scripted design that contains unusable components for the creator
- Fixed potential CTD when using FromFromFrom scope in "on_planets_zero_pops" on action
- Fixes CTD on espionage operation phase tooltip
- Fixes CTD when ship is killed by missile
-
[/SPOILER]
3.14.15 (2024-10-31)
[SPOILER=3.14.15 hotfix patch notes]
Bugfixes
- Gravity Snare costs can no longer go negative.
- Fixed a case where lured space fauna were uncapturable.
Stability
- Fixing potential crash when trying to create a ship from a scripted design that contains unusable components for the creator
- Fixed potential crash when using FromFromFrom scope in "on_planets_zero_pops" on action
- Fixed a crash where an AI could capture fauna even if they shouldn't be able to.
-
[/SPOILER]
3.14.1 (2024-10-29)
[SPOILER=Stellaris Grand Archive and 3.14.1 'Circinus' Release Notes]
Grand Archive Features
- Space Fauna capture, breeding, and modification systems
- 151 Specimens to collect and display across events from Grand Archive and the base game
- Over 240 Specimens total including those distributed across other Stellaris content
- 15 new Relics
- Two new Tradition trees
- Archivism
- Domestication
- Two new Origins
- Primal Calling
- Treasure Hunters
- Two new Civics
- Beastmasters
- Galactic Curators
- Two new forms of spaceborne life
- Cutholoids
- Voidworms
- A new possible mid-game crisis - the Voidworm Plague
- Three new music tracks
- Events, Anomalies, Archaeology Sites, Technologies, Galactic community resolutions, and more!
Improvements
- Renamed Shattered Ring "Irreparable Damage" to "Reparable Damage" as once you have researched Mega Engineering. You can now restore it via decision.
- Setting AI Empires to 1 and enabling Randomize will now generate 0-1 empires instead of always 1.
- Special Project research order selector from system view now checks all possible projects for the location
Balance
- Made the Nexus storm chonkier
- Significantly reduced storm effect on fleet pathfinding
- Doubled Ranger science to 4
- Subjects that are released from a country now copy the ascension perks of that country
Bugfixes
- Fixed Strange Boxes around technology icons
- AI should now utilize leader assigned science ships
- Corrected Technology Frames
- Archaeological site Green Skies now requires Cosmic Storms DLC - you should no longer get Storms without the DLC enabled.
- Fixed the Machine Worlds AP accidentally doubling the jobs and housing giving by Generator districts on Shattered Ringworlds
- Reuniting the Pod project now resets tiyankis hostility before and after the project
- Fix tiyankis potentially fleeing the system in Reuniting the Pod
- Cybernetic leader portraits immediately change when the trait is gained
- Fixed Regnal Names for the Fungoid 4 name list. All hail Emperor Globbelius!
- Democratic and oligarchic Storm Chaser empire names can be randomized
- Fixed some event leaders found in anomalies claiming that they were previously employed on your capital on their resumes
- The Operation Exposed event (operation.5037) text no longer uses your country's name instead of the operation's name.
- Added the correct icon to the job_researcher_upkeep_mult modifier
- The Nu-Baol once again spawn with the Hive Mind trait and with the Phototropic Trait if the proper conditions are met.
- Caravaneers cannot ask for a science ship that is exploring an Astral Rift
- Saved StormVisuals as a .txt file
- Synth ascended and Individualist Machine empire can now set the migration rights for mechanical and machine species (AUG-48587)
- Virtual pops iin synth ascended empires are now allowed to auto-migrate
- The Event Eat or be Eaten will no longer select machine pops to be the most delicious in the galaxy.
- Renamed the Government View to Empire View so it is no longer easily confused with the Government UI introduced in Galactic Paragons.
- Fixed the Khan's starbases not showing a correct construction entity
- The Unity tooltip now says Unity can be used to ascend Planets.
- Guided Sapience and Natural Design are now mutually exclusive
- Hid an unlocalized flag inside of the "Rorganize Leviathan Parade" button
- Marauder Fleets now count as mercenaries for the purpose of being in breach of the Neutral Defenders Resolutions
- The Imitator will no longer generate with the Hoarder trait causing immediate consumer goods deficit for gestalt empires.
- Fixed a number of Cybernetic traditions not giving the correct effects if The Machine Age is not active
- Empire generation now will be able to generate random Machine Intelligence empires.
- The relic Crystal of Odryskia uses the correct trait name in the tooltip
- Added the Researchers Upkeep modifier icon
- Fixed empire designs with different randomized names sometimes preventing each other from spawning in galaxy generation.
- add_random_technology_option effect now correctly checks techs weight
- Fixed ships not entering the correct animation state after a combat if there was any incoming projectile animation
- Auto-mod swapped traits won't disappear when loading a save
- Made Genesis Guides and Natural Design mutually exclusive
- Fixed assorted typos in script
- Fixed assorted syntax error in script
AI
- The AI now has a set limit on the maximum number of habitats it should have, determined by galaxy size and difficulty setting. This limit is doubled for the Void Dweller and Void-Forged origins.
- AI empires and Auto-Best feature now consider adding additional power sources to ship designs if there is no better component
- When in combat, ships stay with their targets a bit longer, reducing the amount of ships flip-flopping on targets and ending not attacking anything.
- Performance
- Updated the way ship modifiers are checked for tooltip display using a static cache
UI
- Polish for Game Setup UI
- Changed icon for Exploration Vessels.
- Fixed some ship types using the wrong icon in the fleet and combat UIs.
- Game settings for DLC-specific features are now hidden if you don't have the DLC.
- Reworked game setup UI.
- Fixed triggered icons tooltip hitbox in event options
Modding
- planet_damage for bombardment stances is now a scripted value
- Added on_ship_engulfed on_action
- Added on_specimen_acquired on_action
- Added is_last_acquired_specimen trigger
- Added give_specimen effect
- Allow to override technology name, description, icon and effects based on trigger conditions
- Added centerPosition member to buttonType.
- Smooth listbox's borderSize now affects the list's scrollable length.
- Fixed listboxes' borderSize using X value for both X and Y.
- Starbase building & module icons now use triggered description to allow it to be dynamic
- spawn_planet_effect orbit_distance_offset parameter can now read variables and values
- Concept tooltips can now be auto-generated for static modifiers using the modifier: prefix
- Starbase buildings can now use scripted_effect_cooldown and scripted_effect_cooldown_flag fields to display cooldowns for a scripted action
- export_modifier_to_variable can now be used with dynamic modifiers
- Added on_fauna_capture_ended on_action, fired whenever a capture attempt ends no matter the outcome
- Bombardment stances can now use scripted localization with a base scope of fleet
- create_ship effect now supports rarity argument
- Added is_last_acquired_specimen_rarity trigger
- Starbases now support timed modifiers
- Added ship_size_cost_resource_percent trigger
- Added create_smaller_size_creature_in_fleet effect
- Added component_lifesteal_add modifier
- Added has_dna trigger
- Section templates can now use compatible_with_all_ship_sizes instead of ship_size
- Added mutation_slot_add modifier
- create_nebula effect now generates nebula graphics in the galaxy view without needing to reload the current game
- remove_point_of_interest effect now localizes the point of interest's name key if possible
- Added age parameter to create_ship effect
- Added evaluate_scripted_value console command
- Added planet scope to distance_to_capital trigger
- Added is_ship_category trigger
- Added support to inline_scripts in event files
- set_mia = mia_emergency_ftl now does a complete emergency ftl instead of just going mia, displaying the associated vfx
- Added handled_by_event_tooltip parameter to special projects requirements allowing special projects to not being possible to complete manually
- Added country_specimen_selling_cost_mult modifier
- Added num_exhibits trigger
- Added on_exhibit_unlocked on_action
- Added space_fauna_growth_rate_mult modifier
- Added ship_damage_against_boss_mult modifier
- Added months and years parameters to event firing effects like country_event
- Added monthly_loyalty_from_synthetic_subjects and monthly_loyalty_from_organic_subjects modifiers
- Add detailed description to add_relic effect
- Add trigger field to message variables
- Added "has_any_flag" trigger
- Added graphical_culture_fallback to create_ship effect in case graphical_culture targets an invalid GFX culture
- Added is_core_component_set to component_sets, forcing the use of the core component icon in the technology view
- Added on_colony_destroyed_by_bombardment on_action
- Added timed_flag_days_left trigger
[/SPOILER]